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is a character in.

Biography
BotW: is a BotW: who resides at the BotW: in BotW:. He wears a BotW: on his head, and he carries a BotW:. BotW: operates the BotW: BotW:. He invented the BotW: after rolling down a hill, making him the only person to play it. Despite this, he claims that it is famous and anyone who plays it is unable to get enough.

WhenBotW: first speaks to BotW:, he is surprised to see a BotW: and reasons that he must be tough. Due to this, he asks BotW: if he is interested in trying out BotW:. If BotW: refuses to play BotW: at any time, BotW: will be disappointed, but he welcomes BotW: to come back in the future. If BotW: asks what it is, BotW: is shocked that he has never heard of it. However, after explaining that he only invented it a few days ago, BotW: realizes that it makes sense for BotW: to be unfamiliar with it. He explains that the goal is to hit the BotW: into the hole at the end of the BotW:, which is marked by a BotW:. BotW: will score higher the fewer tries it takes him to achieve this, and it costs 20 NaN Rupees to participate.

To send the BotW: a great distance, BotW: suggests using two-handed NaN Weapons, such as NaN Hammers. To move the BotW: a short distance, BotW: says to use one-handed NaN Weapons, but he must be careful not to break them. If the BotW: is knocked off the BotW:, BotW: will inflict a one-stroke penalty from BotW:, and it will be returned to its previous location. BotW: will keep track of BotW:'s strokes, but he must hit the BotW: into the hole in less than 20. He tells BotW: that the further he can hit the BotW: along the BotW:, the better it will be for his score. Finally, BotW: explains that any movement from the BotW: counts as a stroke, at which point he realizes that the rules are not as simple as he thought. He then asks BotW: if he will play BotW:.

If BotW: agrees to play BotW:, BotW: will be excited. Before they can start, he asks BotW: to pay the fee of 20 NaN Rupees. Once BotW: does so, BotW: will take a moment to set up the BotW:. After this, the BotW: will begin.

When BotW: speaks to BotW: during the BotW:, he assumes that he wants to stop playing. If BotW: refuses to give up, BotW: states that BotW: never say die. Similarly, if BotW: leaves the BotW:, BotW: calls out and warns him that the game will end if he goes any further. Should BotW: ignore this and continue to leave the BotW:, BotW: will disqualify him, telling him that he should have said something if he wanted to stop playing.

If BotW: does not reach the goal in 20 strokes, BotW: will cut him off. He is saddened to see someone accumulate 20 strokes, especially since he was rooting for BotW:. After BotW: completes a round, BotW: will bring him back to the beginning of the BotW: to tally his score. If it took BotW: 11 or more strokes to reach the goal, BotW: will be disappointed, saying that BotW: is not that hard. He tells BotW: not to give up and encourages him to keep practicing.

If BotW: hits the BotW: into the goal in six to 10 strokes, BotW: states his belief that he can do better. He assures BotW: that it takes time to become good at something, and he gives him a BotW: as a reward. If BotW: reaches the goal in four to five shots, BotW: remarks that he is becoming a heavyweight. He tells BotW: to keep trying to set the BotW: record, giving him a BotW: as a reward. Finally, if BotW: reaches the goal in three or less strokes, BotW: will be impressed, saying he could be a professional if there were BotW: leagues. While he cannot recall his exact score, BotW: believes it was close to BotW:'s. He thinks that BotW: is the type of player who could make BotW: popular, and he encourages him to keep playing. He gives BotW: a BotW: as a reward.

After giving BotW: his reward, BotW: believes thinks that BotW: looks like he wants to play BotW: again. If BotW: refuses, BotW: will be disappointed, but he is pleased that BotW: was able to see the majesty of the BotW: for himself.