Echo Invictus (
but_can_i_be_trusted) wrote in
1character2025-10-29 03:25 am
Beyond Calamity (50 Sentences about Link)
Character: Link
Fandom: The Legend of Zelda: Breath of the Wild & Tears of the Kingdom
Theme set: Gamma
Rating: G
Warnings: None
#01 - Snow: The snows of Hebra crunch beneath your boots as you press on; this wilderness is icy and foreboding, but you have to keep moving; the Sheikah Sensor has indicated a Shrine somewhere in the immediate vicinity, so you've no alternative.
#02 - Child: Generations have been walking this land since you were placed in the Shrine of Resurrection to try to heal from your near-fatal injuries; children have been born, grown to adulthood, raised children of their own, and so forth; if for no other reason, the fact that there are still children in Hyrule means that you must do everything in your power to save this land, to give them a place to grow up.
#03 - Brick: You're not sure how all of the various ruins dotting Hyrule have stood up over the past century; in many locations, all you can find are bricked pavements to show you that anything ever existed, while tumbledown scraps of wood somehow still remain in place in other locales, a testament to the havoc of the Calamity Ganon's wrath.
#04 - Judgment: The judgment of the older members of the Zora feels simultaneously earned and insulting; while you hardly remember Mipha, you know you're not to blame for her death; but you can understand why those who knew her treat you with disdain and distrust, all the same; it was your duty to save all of Hyrule, and instead you nearly joined her, along with the other Champions, in death.
#05 - Powder: As a horde of strong enemies closes in, you wish that you hadn't run out of Puffshrooms; their powdery, smoky spores would be such an aid and a distraction, to make it easier for you to defeat them all quickly.
#06 - Grim: The time has come, now that every Shrine is conquered, and every Divine Beast liberated; you remember as much as you need to, in order to fully embrace your destiny as Hyrule's chosen hero; now, you stand before Hyrule Castle, watching as enormous wisps of Malice twirl about in the air; and, grimly, you step forward, determined to save this land.
#07 - Trap: You hadn't expected for the Yiga Clan to be clever enough to set a trap for you, but you're unsurprised when it springs; they've been out for your blood for long enough to be willing to stop at nothing to destroy you.
#08 - Star: Sometimes, you gaze up at the stars that twinkle over Hyrule, wishing that the pressure that bears down on you didn't exist; you accept your duty as the Master Sword's chosen, but it's a difficult burden.
#09 - Possession: It's a relief that the Zelda you and Penn have been pursuing all across Hyrule is not the genuine article; but the fact that Ganondorf has made a puppet resembling her is almost as much an insult as if he'd acquired physical access to the Princess, and possessed her in order to sabotage Hyrule's recovery efforts.
#10 - Bandage: Though your memories are still blurry, you remember with gratitude the way that Mipha would always heal you; her powers were more effective than any bandage.
#11 - Pearl: As the Demon Dragon that once was Ganondorf rises into the air, with you clenched firmly between its teeth, you feel certain that your end may well be near, if it chooses either to bite down with full force, or to release you and send you plummeting; but you suddenly see the Light Dragon racing toward you both, gleaming bright as a pearl, reminding you of why you're fighting.
#12 - Glass: Though it hurts to be on the receiving end of her sharp tongue, you don't blame Zelda for lashing out at you; she has so much on her shoulders, what with her rigorous training, and the pressure that her father, the King, is putting on her, that it's only understandable that the Princess' emotional state should be as fragile as spun glass.
#13 - Classified: You don't remember, except vaguely, and almost second-hand, the choosing that caused you to be classified chief among Hyrule's Champions, the one to lead the charge against the Calamity Ganon on its inevitable awakening; but, as you set your hand on the hilt of the Master Sword, at the base of the Great Deku Tree, you sense that the ancient blade recognizes you as its rightful possessor, and longs to serve you once again.
#14 - Buttons: It's a matter of private pride, of secret satisfaction, for you, that you don't respond to Revali's myriad attempts to push your buttons; your stoic nature seems to be as much of an irritant to him as the fact that you, rather than the Rito archer, were chosen to lead the battle against the Calamity Ganon, with every stonily silent ignoring of his verbal jabs appearing to ruffle his feathers all the more.
#15 - Closet: You're glad to have patched matters up between Cece and Reede, and their supporters in Hateno Village...but Cece's reward to you is sickening, to say the least; you eagerly leave the village behind, and sell that monstrous hat she'd designed as soon as possible, for nothing that outlandish belongs in anyone's closet!
#16 - Ash: You grip your weapon all the tighter as Ganondorf, in his demon form, goads you into entering battle with him; if not for you standing in his way, he'd gladly burn all of Hyrule to ash.
#17 - Definition: The Lost Woods are the very definition of eerie, you decide as you slowly work your way through the mist-shrouded trees; you can feel eyes on you, from all directions, and you don't feel any relief until you stand before the Great Deku Tree.
#18 - Staircase: Though it's difficult to get used to the new powers that you've been gifted, you find that they come in quite handy; if there's no staircase around, Ascend works beautifully in a pinch.
#19 - Nail: You don't relish harvesting the guts, nails, and fangs of the monsters you slay; but Hyrule, after the Calamity Ganon's ravages, is a land in desperate recovery, and any material you can get your hands on might prove useful.
#20 - Prey: The Calamity Ganon is more monstrous than you were expecting it to be; no longer merely manifesting as vast plumes of Castle-circling Malice, it now looms over you, enormous, looking like a malignant spider that's eyeing fresh prey.
#21 - Backwards: You're grateful that the Princess wasn't dashed to bits when you failed to catch her as she fell; but the revelation that she's been somehow cast backward through time is amazing.
#22 - Trouble: You're grateful that Riju and Buliara are willing to keep your gender a secret, for the sake of calming Vah Naboris; all of the Gerudo look powerful, and you don't care to contemplate the trouble you'd be in for if the rest of them discovered a voe in their midst.
#23 - Little: There is little you can do but press on through the Gerudo Desert, despite the blistering heat and the intensity of the dust storms; the sand shifts underfoot, threatening to send you toppling, but you keep moving, hoping that you'll reach civilization soon.
#24 - Collar: You feel hot under the collar as you overhear King Rhoam once again berating Zelda for supposedly neglecting her duties; you'd like to sharply inform the King of just how hard his daughter has worked; but even being the Knight who's been chosen by the Master Sword does not give you the privilege of talking back, of speaking out of turn; this much, you cannot defend the Princess from.
#25 - Circle: With some mild misgivings, you watch the Divine Beast Vah Medoh as it circles over Rito Village; you don't like the thought of having to fight one of the Blights so far above the ground, as one false move could end you, and your quest, in one fell swoop.
#26 - Hands: Though you have no memory, on first awakening, your hands seem to know exactly how to string a bow, how to heft a sword, even the best way to improvise a weapon out of something as meager as a stick; the story you've been told about your past, about being a mighty fighter, must surely be true.
#27 - Freedom: You stare across the vast gorge that lies just beyond Eldin's northernmost reaches, envying that peaceful-looking land that's so far away, but so tantalizingly close; you daydream about being there, free from the pressures and duties that stare you down on this side of the gorge.
#28 - Last: Even with the Flamebreaker Armor, as absurd as it looks, you still find it difficult to endure Eldin's intense volcanic heat; you shudder to think how briefly you'd last if you didn't have the armor to protect you from the worst.
#29 - Scab: It doesn't matter that you can't remember what happened before you were sent to sleep for a century; the land of Hyrule remembers well enough, bearing scars and scabs that are only barely beginning to heal.
#30 - Crown: Even though Zelda should technically now be called Hyrule's Queen, with her father long deceased, you can't truly imagine her in a crown, sitting on a throne and ruling with the requisite formality and ceremonial nonsense; out and about, among Hyrule's various races, helping them to rebuild the land, she seems so much more in her element; you can't see her any other way, any happier or more truly this land's leader.
#31 - Time: Time has done much to heal Hyrule's wounds following the Great Calamity; but, as you help Zelda to piece the land back together, you know that full recovery is still a long way off for everyone.
#32 - Rice: You toss the Hylian rice and the slab of meat into the cooking pot, watching as they simmer away; your stomach is already growling, and you look forward to the meal that you're preparing, and the fresh strength that it will give you.
#33 - Worn: Every weapon you touch, since Ganondorf's attack beneath Hyrule Castle, is brittle and worn, degraded to an alarming degree; unless you can find something sturdy soon, you don't know how you'll manage to defend the land.
#34 - Paint: The moment you step into the everlasting darkness of the Thyphlo Ruins, you feel like you've painted yourself into a corner...a corner that's shrouded fully in black; without a torch, you can't tell one direction from another, and you know that, once you're out of here, you'll never take the light of day for granted again.
#35 - Ache: It's always a relief, after a hard day of battling your way across Hyrule, to climb into a bed in the relative safety of any village or Stable that that day's activity brings you to; each day, you awaken refreshed, the previous day's aches already forgotten.
#36 - Cherry: You find it embarrassing and awkward that Robbie has named his Ancient Oven Cherry, and formed a stronger attachment to it than he has to his own wife; you don't blame Jerrin for her resentment; nevertheless, he's a loyal Sheikah, and a genius, so you swallow the discomfort, and accept his assistance.
#37 - Library: It's a wonder to you that Hyrule Castle's Library still contains any books; what with the monsters swarming about, you would have expected them to all be torn to shreds, or burned as fuel for the monsters either to cook with or keep warm; but you know that, if you had the time to spare to try to read any of the books, they'd probably be mildewed with age, or their pages brittle and crumbling.
#38 - Win: You lead the Princess away from Hyrule Castle; you've won your battle, and are grateful that both of you have survived; but, with the Champions and the King still tragically dead a century before, the victory feels bittersweet.
#39 - Loss: You wish that the magic that sent Zelda back in time had taken you along with her, the better to serve Rauru and fend off the demonized Ganondorf; perhaps then ancient Hyrule's losses would have been lessened.
#40 - Fold: Your heart is in your throat as you attempt to infiltrate the Yiga Clan; they seem eager, though suspicious, regarding welcoming new blood into the fold; if they knew that you're their sworn enemy, that blood would surely be spilled before you could take a breath.
#41 - Music: It's music to your ears, the words that Urbosa's spirit asks you to relay to Zelda; the late Gerudo Chief is so loving in her memory of the Princess that you understand why Zelda trusted her so much, enough to find refuge in the desert at her side.
#42 - Bell: The bell at the Zonai Temple of Time, that keeps tolling for morning and nightfall, helps you to keep track of the time as you try to survive the Sky Islands; but they also serve as a bitter reminder that, just as time is passing up here, it is also passing down below, and you cannot afford to waste a single second; the sooner you're able to return to the surface, the better for all of Hyrule.
#43 - Sleep: When you see the enormity of the task before you, saving a land you can't recall from a threat you don't remember, to save people who aren't even a memory to you, you wish the voice that had called you had let you stay asleep.
#44 - Contact: As you and the Princess fall through the skies over Hyrule, you do all you can to catch up with her; this time, you must make contact, instead of losing her a second time--this time permanently.
#45 - Electricity: You're grateful that Riju has loaned you the use of the Thunder Helm, given how powerful it is at protecting the wearer from electrocution; but you wish that she'd been so generous while you were going up against the Thunderblight Ganon, because now seems like a case of too little, too late.
#46 - Milk: You know that the milk won't give you too much strength to recover with; nevertheless, you gulp the bottle down, grateful that you have it on hand.
#47 - Wild: Even now, a few years after defeating the Calamity Ganon, Hyrule is still a wilderness in many places, still trying to reclaim its former glory, while nature does its best to take everything back; both civilization and nature itself need to rebuild.
#48 - Expectation: You don't blame the Princess for her aggravation, as she all but buckles under the tremendous pressure that's been placed on shoulders too young to bear it; you know that weight, the heft of impossible expectation, all too well, yourself.
#49 - Mechanism: The Guardians are remarkable mechanisms; even as they try to kill you, you can't help but be impressed by the handiwork, the determination, that went into their construction.
#50 - Finale: The Zonai Construct that Mineru used to house her spirit is lying still, crumpled and empty, now that Mineru's been able to finally move on; you hope that she, along with Rauru and Sonia, will be happy now that the finale of their story has been reached, and you hope that you've served them well.
Fandom: The Legend of Zelda: Breath of the Wild & Tears of the Kingdom
Theme set: Gamma
Rating: G
Warnings: None
#01 - Snow: The snows of Hebra crunch beneath your boots as you press on; this wilderness is icy and foreboding, but you have to keep moving; the Sheikah Sensor has indicated a Shrine somewhere in the immediate vicinity, so you've no alternative.
#02 - Child: Generations have been walking this land since you were placed in the Shrine of Resurrection to try to heal from your near-fatal injuries; children have been born, grown to adulthood, raised children of their own, and so forth; if for no other reason, the fact that there are still children in Hyrule means that you must do everything in your power to save this land, to give them a place to grow up.
#03 - Brick: You're not sure how all of the various ruins dotting Hyrule have stood up over the past century; in many locations, all you can find are bricked pavements to show you that anything ever existed, while tumbledown scraps of wood somehow still remain in place in other locales, a testament to the havoc of the Calamity Ganon's wrath.
#04 - Judgment: The judgment of the older members of the Zora feels simultaneously earned and insulting; while you hardly remember Mipha, you know you're not to blame for her death; but you can understand why those who knew her treat you with disdain and distrust, all the same; it was your duty to save all of Hyrule, and instead you nearly joined her, along with the other Champions, in death.
#05 - Powder: As a horde of strong enemies closes in, you wish that you hadn't run out of Puffshrooms; their powdery, smoky spores would be such an aid and a distraction, to make it easier for you to defeat them all quickly.
#06 - Grim: The time has come, now that every Shrine is conquered, and every Divine Beast liberated; you remember as much as you need to, in order to fully embrace your destiny as Hyrule's chosen hero; now, you stand before Hyrule Castle, watching as enormous wisps of Malice twirl about in the air; and, grimly, you step forward, determined to save this land.
#07 - Trap: You hadn't expected for the Yiga Clan to be clever enough to set a trap for you, but you're unsurprised when it springs; they've been out for your blood for long enough to be willing to stop at nothing to destroy you.
#08 - Star: Sometimes, you gaze up at the stars that twinkle over Hyrule, wishing that the pressure that bears down on you didn't exist; you accept your duty as the Master Sword's chosen, but it's a difficult burden.
#09 - Possession: It's a relief that the Zelda you and Penn have been pursuing all across Hyrule is not the genuine article; but the fact that Ganondorf has made a puppet resembling her is almost as much an insult as if he'd acquired physical access to the Princess, and possessed her in order to sabotage Hyrule's recovery efforts.
#10 - Bandage: Though your memories are still blurry, you remember with gratitude the way that Mipha would always heal you; her powers were more effective than any bandage.
#11 - Pearl: As the Demon Dragon that once was Ganondorf rises into the air, with you clenched firmly between its teeth, you feel certain that your end may well be near, if it chooses either to bite down with full force, or to release you and send you plummeting; but you suddenly see the Light Dragon racing toward you both, gleaming bright as a pearl, reminding you of why you're fighting.
#12 - Glass: Though it hurts to be on the receiving end of her sharp tongue, you don't blame Zelda for lashing out at you; she has so much on her shoulders, what with her rigorous training, and the pressure that her father, the King, is putting on her, that it's only understandable that the Princess' emotional state should be as fragile as spun glass.
#13 - Classified: You don't remember, except vaguely, and almost second-hand, the choosing that caused you to be classified chief among Hyrule's Champions, the one to lead the charge against the Calamity Ganon on its inevitable awakening; but, as you set your hand on the hilt of the Master Sword, at the base of the Great Deku Tree, you sense that the ancient blade recognizes you as its rightful possessor, and longs to serve you once again.
#14 - Buttons: It's a matter of private pride, of secret satisfaction, for you, that you don't respond to Revali's myriad attempts to push your buttons; your stoic nature seems to be as much of an irritant to him as the fact that you, rather than the Rito archer, were chosen to lead the battle against the Calamity Ganon, with every stonily silent ignoring of his verbal jabs appearing to ruffle his feathers all the more.
#15 - Closet: You're glad to have patched matters up between Cece and Reede, and their supporters in Hateno Village...but Cece's reward to you is sickening, to say the least; you eagerly leave the village behind, and sell that monstrous hat she'd designed as soon as possible, for nothing that outlandish belongs in anyone's closet!
#16 - Ash: You grip your weapon all the tighter as Ganondorf, in his demon form, goads you into entering battle with him; if not for you standing in his way, he'd gladly burn all of Hyrule to ash.
#17 - Definition: The Lost Woods are the very definition of eerie, you decide as you slowly work your way through the mist-shrouded trees; you can feel eyes on you, from all directions, and you don't feel any relief until you stand before the Great Deku Tree.
#18 - Staircase: Though it's difficult to get used to the new powers that you've been gifted, you find that they come in quite handy; if there's no staircase around, Ascend works beautifully in a pinch.
#19 - Nail: You don't relish harvesting the guts, nails, and fangs of the monsters you slay; but Hyrule, after the Calamity Ganon's ravages, is a land in desperate recovery, and any material you can get your hands on might prove useful.
#20 - Prey: The Calamity Ganon is more monstrous than you were expecting it to be; no longer merely manifesting as vast plumes of Castle-circling Malice, it now looms over you, enormous, looking like a malignant spider that's eyeing fresh prey.
#21 - Backwards: You're grateful that the Princess wasn't dashed to bits when you failed to catch her as she fell; but the revelation that she's been somehow cast backward through time is amazing.
#22 - Trouble: You're grateful that Riju and Buliara are willing to keep your gender a secret, for the sake of calming Vah Naboris; all of the Gerudo look powerful, and you don't care to contemplate the trouble you'd be in for if the rest of them discovered a voe in their midst.
#23 - Little: There is little you can do but press on through the Gerudo Desert, despite the blistering heat and the intensity of the dust storms; the sand shifts underfoot, threatening to send you toppling, but you keep moving, hoping that you'll reach civilization soon.
#24 - Collar: You feel hot under the collar as you overhear King Rhoam once again berating Zelda for supposedly neglecting her duties; you'd like to sharply inform the King of just how hard his daughter has worked; but even being the Knight who's been chosen by the Master Sword does not give you the privilege of talking back, of speaking out of turn; this much, you cannot defend the Princess from.
#25 - Circle: With some mild misgivings, you watch the Divine Beast Vah Medoh as it circles over Rito Village; you don't like the thought of having to fight one of the Blights so far above the ground, as one false move could end you, and your quest, in one fell swoop.
#26 - Hands: Though you have no memory, on first awakening, your hands seem to know exactly how to string a bow, how to heft a sword, even the best way to improvise a weapon out of something as meager as a stick; the story you've been told about your past, about being a mighty fighter, must surely be true.
#27 - Freedom: You stare across the vast gorge that lies just beyond Eldin's northernmost reaches, envying that peaceful-looking land that's so far away, but so tantalizingly close; you daydream about being there, free from the pressures and duties that stare you down on this side of the gorge.
#28 - Last: Even with the Flamebreaker Armor, as absurd as it looks, you still find it difficult to endure Eldin's intense volcanic heat; you shudder to think how briefly you'd last if you didn't have the armor to protect you from the worst.
#29 - Scab: It doesn't matter that you can't remember what happened before you were sent to sleep for a century; the land of Hyrule remembers well enough, bearing scars and scabs that are only barely beginning to heal.
#30 - Crown: Even though Zelda should technically now be called Hyrule's Queen, with her father long deceased, you can't truly imagine her in a crown, sitting on a throne and ruling with the requisite formality and ceremonial nonsense; out and about, among Hyrule's various races, helping them to rebuild the land, she seems so much more in her element; you can't see her any other way, any happier or more truly this land's leader.
#31 - Time: Time has done much to heal Hyrule's wounds following the Great Calamity; but, as you help Zelda to piece the land back together, you know that full recovery is still a long way off for everyone.
#32 - Rice: You toss the Hylian rice and the slab of meat into the cooking pot, watching as they simmer away; your stomach is already growling, and you look forward to the meal that you're preparing, and the fresh strength that it will give you.
#33 - Worn: Every weapon you touch, since Ganondorf's attack beneath Hyrule Castle, is brittle and worn, degraded to an alarming degree; unless you can find something sturdy soon, you don't know how you'll manage to defend the land.
#34 - Paint: The moment you step into the everlasting darkness of the Thyphlo Ruins, you feel like you've painted yourself into a corner...a corner that's shrouded fully in black; without a torch, you can't tell one direction from another, and you know that, once you're out of here, you'll never take the light of day for granted again.
#35 - Ache: It's always a relief, after a hard day of battling your way across Hyrule, to climb into a bed in the relative safety of any village or Stable that that day's activity brings you to; each day, you awaken refreshed, the previous day's aches already forgotten.
#36 - Cherry: You find it embarrassing and awkward that Robbie has named his Ancient Oven Cherry, and formed a stronger attachment to it than he has to his own wife; you don't blame Jerrin for her resentment; nevertheless, he's a loyal Sheikah, and a genius, so you swallow the discomfort, and accept his assistance.
#37 - Library: It's a wonder to you that Hyrule Castle's Library still contains any books; what with the monsters swarming about, you would have expected them to all be torn to shreds, or burned as fuel for the monsters either to cook with or keep warm; but you know that, if you had the time to spare to try to read any of the books, they'd probably be mildewed with age, or their pages brittle and crumbling.
#38 - Win: You lead the Princess away from Hyrule Castle; you've won your battle, and are grateful that both of you have survived; but, with the Champions and the King still tragically dead a century before, the victory feels bittersweet.
#39 - Loss: You wish that the magic that sent Zelda back in time had taken you along with her, the better to serve Rauru and fend off the demonized Ganondorf; perhaps then ancient Hyrule's losses would have been lessened.
#40 - Fold: Your heart is in your throat as you attempt to infiltrate the Yiga Clan; they seem eager, though suspicious, regarding welcoming new blood into the fold; if they knew that you're their sworn enemy, that blood would surely be spilled before you could take a breath.
#41 - Music: It's music to your ears, the words that Urbosa's spirit asks you to relay to Zelda; the late Gerudo Chief is so loving in her memory of the Princess that you understand why Zelda trusted her so much, enough to find refuge in the desert at her side.
#42 - Bell: The bell at the Zonai Temple of Time, that keeps tolling for morning and nightfall, helps you to keep track of the time as you try to survive the Sky Islands; but they also serve as a bitter reminder that, just as time is passing up here, it is also passing down below, and you cannot afford to waste a single second; the sooner you're able to return to the surface, the better for all of Hyrule.
#43 - Sleep: When you see the enormity of the task before you, saving a land you can't recall from a threat you don't remember, to save people who aren't even a memory to you, you wish the voice that had called you had let you stay asleep.
#44 - Contact: As you and the Princess fall through the skies over Hyrule, you do all you can to catch up with her; this time, you must make contact, instead of losing her a second time--this time permanently.
#45 - Electricity: You're grateful that Riju has loaned you the use of the Thunder Helm, given how powerful it is at protecting the wearer from electrocution; but you wish that she'd been so generous while you were going up against the Thunderblight Ganon, because now seems like a case of too little, too late.
#46 - Milk: You know that the milk won't give you too much strength to recover with; nevertheless, you gulp the bottle down, grateful that you have it on hand.
#47 - Wild: Even now, a few years after defeating the Calamity Ganon, Hyrule is still a wilderness in many places, still trying to reclaim its former glory, while nature does its best to take everything back; both civilization and nature itself need to rebuild.
#48 - Expectation: You don't blame the Princess for her aggravation, as she all but buckles under the tremendous pressure that's been placed on shoulders too young to bear it; you know that weight, the heft of impossible expectation, all too well, yourself.
#49 - Mechanism: The Guardians are remarkable mechanisms; even as they try to kill you, you can't help but be impressed by the handiwork, the determination, that went into their construction.
#50 - Finale: The Zonai Construct that Mineru used to house her spirit is lying still, crumpled and empty, now that Mineru's been able to finally move on; you hope that she, along with Rauru and Sonia, will be happy now that the finale of their story has been reached, and you hope that you've served them well.
