expanding-hyrule
expanding-hyrule
Expanding Hyrule
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Welcome to the Expanding Hyrule community! We're compiling Legend of Zelda fics for the "Original Legends" subgenre!
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expanding-hyrule · 14 hours ago
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ALTTS chapter 28 Illustrations! ✨
(I did something with the colors on the first three…not sure what but there it is 🦭)
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expanding-hyrule · 19 hours ago
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✨A Link to the Stars Chapter 28✨
Sitting atop the pedestal, cushioned by a pillow of fine Gerudo silk, was a brilliant diamond.  The stone sparkled like the Gerudo night sky, reflecting the firelight in every expertly-carved facet. It was a work of art far more beautiful than any of the finely crafted stones that Ganondorf had seen in the queen’s jewelry collection. His mouth hung open in awe, and his skin tingled like someone had just run a feather down his back.  Pinching his brows together, Ganondorf reached for the stone and held it between his fingers. He lifted it from the cushion slowly, marveling at its beauty. He had never felt so much desire for something so small. 
Read the next chapter here!
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expanding-hyrule · 21 hours ago
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Alternate Triforce, Chapter 4 page 6
Pony time. Epony, even
Back
Cover
Next
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expanding-hyrule · 22 hours ago
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On Writing (Zelda) Dungeons
Alright, one of the regular compliments I get on Goddess of Secrecy and now on Mark of a Hero is on how my dungeons feel like they could be in the games. It's still one of my strengths, so I figured I'd actually try to write thoughts down. I have never documented this process so please understand a whole lot of it is just ✨ vibes✨ and then piecing that together into something coherent.
Not to give homework, but I think the Deku Fortress (the first dungeon of GoS) still holds up roughly to my current standards and it's a quick read to get to relative to the other examples in my repertoire. I also have a particular naming convention for my works, so you can very easily jump to Dungeon Chapters & Boss Chapters via the index.
Concepting
I talked a lot about in a post I made on MoaH's dungeon design what I think the point of LoZ dungeons should serve as but I'll sum it up here. A dungeon has three goals narratively:
Advancing a local/character plot
Advancing a regional threat arc
Advancing the grand quest arc
If you want a really good example of this in games, Dragon Roost Caverns from WW is a prime example. I talk about it in the linked post above as well.
Starting your own, I recommend picking two of three things before you get into it:
An aesthetic
A boss and/or mini boss
The dungeon's relic
These things should inform each other and are the barest place to start before design. The aesthetic will generally decide the vibe of exploration, while the bosses determine the means of combat and likely your minions throughout the rest of the dungeon. The relic will engage with both as a puzzle solution. And typically if you can figure out two, the third will follow after.
Debatably, dungeons through an original legend should be concepts to connect together as a series of trials to build your hero up towards their final fight. It also depends on if you want to imply whether the dungeon order is linear or not how that will turn out. Having solutions only focused on general mechanics/exploration can lean more open world, while puzzle solutions that use focus on items or require items from previous dungeons will lean towards a linear narrative. Both are valid, but it's good to decide on one or the other before making a dungeon list and order.
Designing
I cannot emphasize enough in this step, but make maps. They don't have to be detailed maps, but figure out your spatial stuff. I wrote all of GoS without any maps and boy, let me tell you. The jump to having them for MoaH was night and day.
Generally, the recommendation here is to look at TTRPG dungeon design or escape rooms. If you got stuck doing this puzzle with other people/reliant on other people's pacing, what would be enjoyable to follow? Because unlike in the games where you are the player, in books, you're limited to the pace of the POV character.
There is also the limitation in writing of the reader's imagination. Complex puzzles are great and all in games, describing it in a way people can imagine is harder. Without the visual and interactive elements of games, easier puzzles are better because most people can picture the basics. As anyone who has played a TTRPG before can tell you, a puzzle for a 3rd grader will absolutely stump an adult if the setting or size of the puzzle makes them miss the important elements of it. You do not need to design complex traps and puzzles (in fact it will often go poorly).
This is also where that aesthetic decision can help. A relatively simple dungeon can absolutely be carried by an interesting location. Are there lore drops to be found in the dungeon? Is it just a cool space to explore? Is the means of backtracking post-relic something the reader can piece through as the character(s) explore it the first time? There should be hints on how these aspects will link together before the end.
I will get into this with relics as well, but it's a good idea to keep an inventory of your character(s)'s abilities before going in. Is your hero traveling alone? How many relics do they have? What resources did they bring into the dungeon? This can help inform solutions too by eliminating what your hero doesn't have access to.
Writing
Pick a pace of chapters. There's a reason that dungeons are consistent in their chapter length for GoS & MoaH. They're aimed to set the tone for how long the dungeon should feel. I'm going to use both as examples for outlining everything I haven't already said in previous sections.
GoS has two types of dungeons: Goddess Temples and Sage Dungeons. The Goddess Temples were designed to be shorter "tutorial" dungeons, the formula being 2 Dungeon Chapters + Mini Boss + 2 DC + Boss. Compared to the Sage Dungeons, which were 3 DC + MB + 3 DC + B. The Sage Dungeons also typically got a Mini Dungeon and Mini Boss to reach the dungeon itself.
The goal of this was to suggest size and difficulty. GoS was meant to parallel OoT in a lot of ways, the Convergence timeline event to the "Divergence" event that was the timeline split. So the Goddess-Sage split is meant to mirror the Child-Adult dungeon split. Once GoS!Link pulls the Master Sword, things got harder, the challenge leveled up, dungeons got longer and more complicated.
Conversely, MoaH's dungeon design was based around BOTW/TOTK and my general response to it. MoaH's dungeons are designed around the idea of having a series of shrines that build to a larger dungeon puzzle in a region. The split here will be a single dungeon chapter and Mini Boss at a time, but three or four trials before leading to the culmination of four dungeon chapters and a boss in the main temple combining the relics and puzzles from the trials.
In both cases, good divides for dungeon chapters are typically switching between floors, puzzles being cleared, or to break for backtracks to other wings.
Bosses & Mini Boss
The top of this, I want to say that the power scaling will not always be right. Nintendo doesn't even always get this right. Sometimes the Mini Boss is harder than the Boss. Obviously aim otherwise, but trust it's fine if it happens.
There are a goals to aim for with trying to keep that balance:
The difficulty of the puzzle
The tools necessary to solve it
How easy it feels like the hero lands a hit
Generally, a mini boss fight will rely on the tools already at the character(s)'s disposal while a boss fight should rely on the dungeon's relic. Both should incorporate parts of puzzles already in the dungeon itself, either in getting to the dungeon or in progressing through it so far.
It can help to look at boss fights as puzzles on a timer. The timer is how fast you hit it before it hits you harder. But that also should help pace the three stages of the fight. The first phase should be the longest, it's puzzle-solving first to see how to hit the boss. Stage two will likely be shorter, as that knowledge is reapplied. It's the same solution but with some added retaliation. Stage three should make the solution slightly harder to reach by adding that final hit glowing red desperation energy.
You want to make sure that hitting a boss monster is challenging but doable. This could be done by letting the hero get hit, focusing on coordination tactics, or having a failed attempt and having to retry. While never gets hit heroes are impressive in games, they can't build tension very well in stories. If there's no risk after all, then the reward won't feel as earned. At the same time, if there's too much risk, then it may feel like your hero is not competent enough to handle the fight. The character(s) should figure out the mini boss's weakness faster than the boss, or the steps to hit the mini boss should be easier to achieve than the boss.
If you want to come up with a new enemy and not reuse an existing one, I'd recommend picking two plants or animals to smash together. Generally, it only takes two or three off character traits for a chimera to start feeling like a monster. Too many elements though and the design may not read well to your reader (unless the point of it is to be unknowable or absurd). Your bosses should fit the aesthetic of your dungeon too, so if you're running short of ideas, trying looking what might live in the kind of environment that your dungeon is and you'll probably start getting ideas. But also, sometimes the answer is just rule of cool.
Relics
Relics are the best part of a Zelda game for me. They add a lot of fun to problem solving and reexploring old areas. They culminate to decide on the general skillset of your protagonist and dungeons serve in part as tutorials to learn how to use the relics in all its possible uses.
A relic should be the primary puzzle solution for a dungeon after its acquired. This is in game to experiment with its uses before the boss and experiment with its mechanics in lower stake situations. Most dungeons will have some no stakes mandatory puzzle in the mini boss chamber requiring use of the item before the character(s) can progress. And then it scales up from there to get creative and use the item with other tools at the hero's disposal.
While there are staples for sure (hookshot/bow/bombs/etc), most Zelda games will typically have at least one totally unique relic to that game. This is a great way to build your story's identity too! Your character's tools should cover a wide array of options, so it's important too to look at your relic list as a whole to make sure they don't overlap with other relics. It's also important to consider a relic having not only combat use, but also puzzle utility too! These are after all going to be used to get through the rest of your dungeon.
Companions
One of the harder things to balance is party comp. If your hero travels with other people, this can change the necessary scale of the dungeon as a whole. Puzzles and fights will need to be solvable with multiple people working together. Sometimes this can be expediting the issue, many hands make light work after all. Other times it's about strategically placing everyone on the map.
One thing you should decide early in is whether dungeons are intended to be solved with more than one person. If the hero is supposed to be handling their quest on their own and just happens to have a companion, then puzzles need to be solvable on their own (this may be better to implement the expediting method). Or you can make the puzzles quick, allowing for more dialogue while they solve puzzles faster.
If the hero is supposed to be traveling together, then puzzles should incorporate each of party member's skill sets. Be sure to add those to the inventory you take at the beginning of design! Rotating around party members solving the puzzles can help them feel like a team, but you can also incorporate this cooperation slowly if you're trying to build up a new relationship.
Based on Zelda tropes, it's very likely that the companion in question to a dungeon will be someone like a Sage. If this is the case, I would advise against making the character's abilities exactly the same as the relic. If the two are identical then it runs the risk of underselling them both. They can be similar, but they shouldn't be the same to make sure both have room to shine. Also so getting the relic at the mini boss isn't just your hero one-upping a companion. That's a quick way to making them seem less useful to a team! It's best to look at them as compliments. For example, if a dungeon gives the hero the hookshot to bring enemies in close, then having your companion be a fighter who deals with the monsters as they're getting dragged in to range would be a good way to highlight teamwork.
On the Grander Scale
As I said earlier, dungeons combined serve as the training montage that gets your characters ready for the final fight. But, as a narrative, they should share some central theme together to weave them together as a story. Maybe that's the overall aesthetic sharing some element, like the Divine Beasts and the Blights. Maybe it's a similarity in the bosses and how they appeared, like the echoes in EOW.
This is where making a loose outline can help. If you have a rough idea of the dungeon themes or relics you want to include, you can start to build a wider narrative theme you want to meet. Do you want your hero to feel more like a wizard? More magic focused relics may help. Do you want them to feel more like a tactician? Having more allies to coordinate could be the way to go.
And I do mean loose! For the entirety of GoS, I only had a list of dungeon names and some rough ideas for items I wanted to give Link. In the original outline, the Soul Temple was going to be kinda funky and disco themed. It ended up in narrative needing to be a much more serious late game beat. The same boss and relic was in the dungeon, but the aesthetic shifted to fit the theme I needed for that story arc. Your grander narrative can always come back to inform what kind of challenge your characters need to face in that moment. And that may change as you figure out the story.
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I think that's generally it though. If I think of anything else, I'll add it in a reblog or edit it in, but generally applying all these elements should get you on your way to making some fun dungeons. Excited to see what you come up with.
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expanding-hyrule · 23 hours ago
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Aquame <3
(pronounced aqua-may)
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expanding-hyrule · 1 day ago
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Gracefully dancing under crystal lights.
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expanding-hyrule · 1 day ago
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I thought I’d post all of these guys together because they look really cool as a group :] my kids 🧡
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expanding-hyrule · 1 day ago
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Overworld Chapter 124 - Trust Falls Is Out!
New Mark of a Hero chapter out on AO3!
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Mark of a Hero (Updates on Tuesdays & Fridays, 2 of 9)
A new champion draws the Master Sword, and the legend begins anew. But the door beneath the Temple of Time remains sealed, lest the Hero can open it once more. Link Sayre, Saddiqah El Amin, and Ambrose head west to Hyrule's forested neighbor, Farona, to seek out the first of the Sealing Stones. But perhaps their quest is not as secret as they'd like to believe.
Start the Quest: Book 1
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expanding-hyrule · 1 day ago
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The Sea's Prophecy by @cherrysalsa
Modern Fantasy | Teen | Instagram | Ongoing
Synopsis: Long after the exploits of the Royal Engineer Link and Princess Zelda in the age of the Spirits of Good, exploration and expansion have given rise to two nations on the continent where New Hyrule was founded years ago. Between them, in land forgotten by treaties, a valuable mine is discovered. The race to claim it threatens the peace and livelihood of both nations. A group of friends is caught at the forefront of destiny as a forgotten princess emerges from the sea, a relic of another era who must prevent history from repeating itself.
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This work has been mostly shared as art at the time of writing, but the designs and worldbuilding that has been shared is absolutely AMAZING. The characters are very fleshed out and I always love seeing them pop up! - Nocturne
A Legend of Zelda modern AU set in the adult timeline, after Spirit Tracks. Most of what's posted on the story is early development, but it paints a very interesting picture indeed, with tense relationships between two nations and a region once caught in the middle and that might be again. The main cast in particular has a lot of thoughts put into them to develop their personality. Would love to see this develop some more! - Karama9
This project has a really unique style that blends both original design and toon Zelda very nicely. The concept so far is very interesting and I'm looking forward to see more development for it. - amelias-hart
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You can find @cherrysalsa at Instagram and Carrd.
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expanding-hyrule · 2 days ago
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I need you to imagine me as Peter Griffin having fallen down the stairs I’M DONE 🥂 I’ll draw everyone else once artfight is over and I’m back in school, which.., won’t be long now :]
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expanding-hyrule · 2 days ago
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LoZ: Ternary Ages △ Royal Siblings
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𓅓 Dahri | Royal Architect
The eldest of Rutimala's children, Dahri is the glue. She is artsy, compassionate, feels deeply, and has an eye for design. She is good at delegating tasks, but is not very charismatic, preferring intimate, quiet moments with those she treasures rather than rallies or crowds.
As the royal architect, Dahri oversees all artistic and infrastructural endeavors in the Empire. From actual architecture, irrigation, beautification, festivities, maintenance of statues and locales, and the encouragement of the arts (gems, painting, weaving, etc.)
Dahri is a talented dancer, partaking in any cultural or festive dance she can! Dancing and weaving are her favorite past times.
She is great with children. Gerudo culture lends to a 'it takes a village' mentality so children are the responsibility of the whole people - a calling Dahri takes very seriously. In her lavish royal gowns, she is often asked to spin or twirl by admiring young vai.
Her glowy and gentle nature allude to her sheltered life. Dahri has rarely left the Fortress, being the most sheltered out of the three children.
Dahri is the least magically inclined of the three as well - she continues to practice in hopes of getting a glimmer of lightning from her fingertips. Tangibly, Dahri is a menace with a bow and arrow should she join her fellow sisters in combat.
Once becoming chieftain, Dahri nurses the Gerudo Empire back to health. Her endeavors to tend to the Gerudo people and her calm approach to the devastated Hyrule earns her the title of Heroine of Gentleness/Compassion.
She continues the Dragmire family line. Dahri meets a Hylian historian and they end up with three children and a loving, long distance relationship. Dahri's middle child, Padora, becomes the next chieftain.
𓃦 Pashato | Captain of the Guard
Second born is Pashato, the brave and tempered captain of the royal guard. In and out of her capacity as captain, Pashato is steadfast, organized, justice-oriented, and a people-person. Pride, occasional arrogance, and an inability to think like the enemy weaken her but luckily she rarely makes decisions on her own, leaning on her siblings for wise council. She is also easily flustered.
Less artsy than her sister, Pashato thrives in conflict and risk, keeping a relatively level head amidst it all. She thrives in Molduga hunts, fast-paced border patrols, and high-tension and stakes missions that creep beyond the protective Highlands.
Her swordsmanship with her two-handed sword is near unmatched. In terms of magic, her lightning cleaver are impressive but require conduits (a sword, an item, etc.)
Pashato's position as Captain puts her in charge of all military endeavors such as missions, border patrols, delegation/diplomacy guards, general security, training, and weapon inventory (arms, armaments, artillery, etc.)
She loves to spar, both with those in her guard and especially her brother. Though she always orders no magic, lightning strikes when they take each other on.
In the Tricernary War, Pashato is wounded and killed by one of Zelda's light arrows in the Gerudo's final attempt to the besieg the castle/castle town. Her right hand and best friend, Keliyan, takes up the mantle. Pashato is left to fade away in Gerudo history, another Gerudo falling in battle.
𓃵 Ganondorf | King of the Gerudo
Last child and only son of Chieftain Rutimala.
Ganondorf is meticulous, cunning, and an opportunist. At best, he is diplomatic, listening to those he trusts most (even if it followed with a rebuttal) and has a soft spot for his people. At worst, Ganondorf is arrogant, prideful, and full of wrath. Though he never makes a rash decision if he can avoid it, he can fly off the handle.
From birth, according to his male status, Ganondorf was often isolated from his people and family, making brief appearances to the fortress at large and mostly getting to see his sisters during meals. Most of his time was engorged with training, learning the arts, strategy, diplomacy, languages, cultural tradition, and fighting/magic.
His isolated upbringing cultivated mischief. Ganondorf would find and navigate all the secret passageways in the Empire, using waterways and towers, promenades, and balconies to stealthily navigate the labyrinth of the Fortress. During his escapades, he would often sit and reflect in holy places, at the feet of depictions of divine beings he felt drawn to.
Early into his life, Ganondorf began having intense bouts of rage and delirium, breaking things and screaming as if in pain. Canines became tusks, breathing would become huffing, and the elder witches and Va'Qai were called in immediately to tend to the young prince's ailment.
While Kotake and Koume nurtured his talent for magic, Va'Qai Palu taught the young prince how to manage his beastly form and bouts of what she called 'Malice's affliction.' He was never hidden from the dark reality of his powers and divine connection. He tried to embrace it.
His magical repertoire is extensive. Lightning, illusions, phantoms, astral, and dark magics atop sword and archery proficiency. Kotake and Koume teach him how to call upon another being to strengthen his own magic, that being Demise. His dual wield swords are both for basic fighting and as magical conduits.
After Rutimala dies, Ganondorf is made king. His rule is painted in conflict, unwavering to the peace attempts from Hyrule and permits Gerudo retaliation. Though he had the Va'Qai as his wife, Gerudo oral tradition is in agreement that he did not have children.
His left arm has a tattoo on it, as does his back and hands.
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expanding-hyrule · 2 days ago
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Chapter 60 🐉, monsters…
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[The frost head of a King Gleeok, its design based of the monsters appearance in the first Legend of Zelda game and Phantom Hourglass. A jagged horn and a flared crest of three broad plates crown its head. Eyes open it watches over the small Gerudo woman who leans lovingly against the side of its face. Her thick red hair is braided and woven through with bones, and she wears tattered black leathers and wraps along her for arms and calves, much like bokobkins and Lynel have.]
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expanding-hyrule · 3 days ago
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ive been so artblocked for a month. this is all i've got. it's all ive got
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expanding-hyrule · 3 days ago
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We are always looking for more reviews from our community to continue our spotlights project. All of the works listed above are still in need of reviews for a feature. If you'd like to help us keep this project going, please considering checking one of these works out and leaving a review in our form linked above. Forms can be completely anonymous too if you don't want to sign.
I would especially encourage any creators who have already been spotlighted to pay that energy forward if you haven't already. And I'd like to point out that some of the people who have been the fastest to get a spotlight are people who actively engage the most with other creators on the community. Making time for others is the best way to encourage people to make time for you.
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Story Spotlights Hub Post
Reference post for links and details on the Expanding Hyrule Story Spotlights community project.
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Original Post - Review Form - Reviews - Fic Archive - Art Archive
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Works In Need of Reviews
Looking to help support a creator in Expanding Hyrule? All of these works in our collection have yet to get enough reviews for a spotlight. Works need a minimum of 3 reviews to be featured, and will include up to 5 in their post, but you are welcome to submit more, the link to the responses is available on this post for creators to read the whole list.
You can find all these works linked in the archives listed above!
Short Projects (Concept boards, under 10 chapter fics, etc)
On the Shores of Change by @/leadernovaandthemacabre (2/3)
The Prince of Hyrule by @batrogers (1/3)
Shadows of History by @palmolli (1/3)
The Tale of the Realm Walker by @tnc-n3cl (1/3)
Western Hyrule by @spicymcbean
Ancestral Links by @/pagankeith (1/3)
What It Means To Be Chosen by @raginghummingbird (1/3)
Way of Courage by @/beepboprobotsnot (1/3)
Day After Destiny by @amelias-calamity-quintet (1/3)
A Taste for Adventure by @amelias-calamity-quintet
Restoration of Faith by @omegaalpha01
Moderate Projects (Started comics, <75k fics, etc)
DadLink AU by @dadlink/ @pluviatrix
Princess Link: Engaged to my sister's kidnapper??? by @sparkspsps (1/3)
The Legend of Three by @fablesfables (1/3)
Lock and Key by @louwhose (2/3)
petrichor and bones by @pastelsandpining (1/3)
Into the Dark by @deiliamedlini
The Hand That Holds the Sword by @zarvasace
Fighting Fate by @/Allendra
Desert Blight by @/jclbs
Blooming in Adversity by @botwriter (1/3)
The inconsistencies of fate by @stinkyguar (1/3)
To Fall In Love With a Goddess by @abbyz-elda (1/3)
Restoration Age by @amelias-calamity-quintet
Cinders of Life by @amelias-calamity-quintet
Large Projects (Ongoing comics, <150k fics, etc)
Path of the Infinite by @shadow-djinni (2/3)
A Conviction to Save by @advocaado
Inspiration, Illusions, and other Inconveniences by @zeldaelmo (2/3)
All That Hurts Us by @karama9 (2/3)
A Crossing of Stars by @ixtaek (1/3)
The Wondrous Adventures of the Righteous Maximus by @/Split Infinitive
The Weekly Hyrule News by @/BatNeko
S.T.T. by @/AzrealTheStoryteller
Epic Projects (Long running comics, >150k fics, etc)
Legacies & Bloodlines by @/nolansman
Fighting Gravity by @/CrazygurlMadness
Bright as Night by @/Allendra
Make a Wish, Make it Count by @/LiliansMalice
Cloak and Dagger by @crownedcrusader
Reality by @/Leila Editer
The Hunt by @/andrhars
And the Clouds Parted by @/SkyLeaf
I Belong To You by @mistresslrigtar (2/3)
The Magic Awakens by @/Scarlet_Curls
Alone With You by @deiliamedlini (2/3)
A Voice from the Desert by @avoicefromthedesert
The Hero of the Dunes by @webhead3345
Already Spotlighted Projects
| Alternate Triforce | The Baker and the Seamstress | Break the Wheel | Captain Link Araki and the Harbinger of Destiny | Chained Truths | The Curse of Demise | Cycle of the Stars | Depths of Darkness (post schedule) | Divine Gemstones | Fae & Fortitude* | Fall Under Your Spell | The Final Hyrule | The Fruitcake Campaign | Goddess of Secrecy | The Golden Chain | Guarding Zelda | Hero (post scheduled) | The Hero and the Priestess | The King's Lament | In the Blood | A Link To The Stars | Linkubus (post scheduled) | The Mage's Lantern | Mark of a Hero | Missing Hero AU (post scheduled) | No More. Not One Single Time More | On My Honor | The Princess's Heart | The Promise | Remnants of the Past | The Ritual of Lomei Labyrinth | The Sea's Prophecy | Song of the City (post scheduled) | Stone Fate | Strings of Fate | The Temporanaunt | Too Old to Keep | Triforce of Power | Tri-Time War AU | Unbroken | Uneasy Lies the Chosen of Farore | Vessels | Void's Grasp
*Some works spotlighted received spotlights but were removed later due to reassessment with the EH's archive requirements or request of the author. This is not a reflection on the quality of the work, only that further readings or statements from the creator no longer qualified it as an Original Legends work.
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expanding-hyrule · 3 days ago
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Overworld Chapter 123 - Bad Plans, Good Work Is Out!
Thank you for 500 comments on part 2 of MoaH! As a thank you, a new Mark of a Hero chapter out on AO3!
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Mark of a Hero (Updates on Tuesdays & Fridays, 2 of 9)
A new champion draws the Master Sword, and the legend begins anew. But the door beneath the Temple of Time remains sealed, lest the Hero can open it once more. Link Sayre, Saddiqah El Amin, and Ambrose head west to Hyrule's forested neighbor, Farona, to seek out the first of the Sealing Stones. But perhaps their quest is not as secret as they'd like to believe.
Start the Quest: Book 1
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expanding-hyrule · 3 days ago
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Keeping Secrets (A Link to the Stars: Constellations)
Anger still roiled within her at the sight of her father down there, waiting to welcome back a few of the high-ranking officials of the royal council. She was supposed to be down there with him, but at the last second, he had forbidden her. Apparently, there was some trouble with monsters as they were visiting an outpost on one of Akkala’s moons, and there had been some injuries sustained that Daphnes didn’t want Zelda to see. He had assured her that Link was alright, that he had been protected, but if that were the case, why was he keeping her at such a distance?
A new chapter of Constellations was just posted! Chapter 28 of ALTTS will be posted soon!
Read the new chapter here!
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expanding-hyrule · 3 days ago
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next missing hero chapter art 🙏 & tysm to @fithesworddweller for working on this chapter!! This one is fairly short bc the drama begins I fear
also based the castle design here off the oot one 🙏
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