23.8.09
Heroes Within Teaser
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20.8.09
Vlatmoor Epikha Guide
Vlatmoor Epikha is the land that resulted after a clash in my head that I pinpointed as a "Big [Humongous] Bang" making a sort of continent for my fellow characters. It is composed of a large land with a small sea (Stirring Sea) conected to the ocean (Bellwick Ocean) via a canal. The ocean itself contains two large islands (Bullwick Island and Isla-Cruces/Isle of Cross) The continent contains four important spots: Martis Forest, Farewell Desert, the ancient Pildin Village, and of course the famed Hero-Ville.
Hero-Ville City is located on the northwest corner of the continent, surrounded by the forest, the ancient Hero-Ville Castle, and the mansions of two bachelor heroes. Beyond the mansions, there's the official Hero-Ville Stadium, centered among the countries. To the south of the Stadium, Blacksheath stands as vigilante upon his lair and the Hero-Ville Castle north wall. To the southeast of the castle lies Cair Paravel, which closely guards the river that connects both water bodies. To the west, Martis Forest can be located, but it can only be entered by the north, where a small bird-like statue marks the entrance.
To the northeast of the Continent lies Farewell Desert, a wasteland where you'll die if you don't know how to walk around: ancestors erected a totem in the center of the Desert to guide the traveler who knows how to get to it. Once you get to it (and get proper orientation on the four winds) you can be certain that the Pharaoh's Palace lies at the north, and that Martis' legendary Jaguar Shrine lies to the southeast.
To the south of the Jaguar Shrine (and still with sense of orientation) you can reach two ancient guard towers that mark where the Desert ends and the Pildin Country starts. Head more to the south, and you'll reach the ruins of what used to be a great trade center in ancient times. Stop there, for if you head farther to the south, you'll be swallowed by the large wormhole that leads to the Necrolord's large Palace. Instead, head west until you reach the shore, and look around for a tall building. That's The Curse's HeadQuarters.
Now you can head south until you hit shore, then head east to the modern Pildin City. Head a little bit more to the east so that you can find Pildin's main port. Set sail and head southwest to Isla-Cruces. Cross the small river that slices this cross-shaped island in two, and keep heading southwest to arrive at Herot. Get out from the southwest exit, and head to the nearest port. Then set sail to the west.
After half a day (depending on your speed, the wind, your sails, and many assorted other stuff) you will reach Bullwick Island. Remember this route, for it's the only one that heads for Bellwick Island. Our journey ends in the northern lighthouse. You cannot set sail from here for three reasons:
Hero-Ville City is located on the northwest corner of the continent, surrounded by the forest, the ancient Hero-Ville Castle, and the mansions of two bachelor heroes. Beyond the mansions, there's the official Hero-Ville Stadium, centered among the countries. To the south of the Stadium, Blacksheath stands as vigilante upon his lair and the Hero-Ville Castle north wall. To the southeast of the castle lies Cair Paravel, which closely guards the river that connects both water bodies. To the west, Martis Forest can be located, but it can only be entered by the north, where a small bird-like statue marks the entrance.
To the northeast of the Continent lies Farewell Desert, a wasteland where you'll die if you don't know how to walk around: ancestors erected a totem in the center of the Desert to guide the traveler who knows how to get to it. Once you get to it (and get proper orientation on the four winds) you can be certain that the Pharaoh's Palace lies at the north, and that Martis' legendary Jaguar Shrine lies to the southeast.
To the south of the Jaguar Shrine (and still with sense of orientation) you can reach two ancient guard towers that mark where the Desert ends and the Pildin Country starts. Head more to the south, and you'll reach the ruins of what used to be a great trade center in ancient times. Stop there, for if you head farther to the south, you'll be swallowed by the large wormhole that leads to the Necrolord's large Palace. Instead, head west until you reach the shore, and look around for a tall building. That's The Curse's HeadQuarters.
Now you can head south until you hit shore, then head east to the modern Pildin City. Head a little bit more to the east so that you can find Pildin's main port. Set sail and head southwest to Isla-Cruces. Cross the small river that slices this cross-shaped island in two, and keep heading southwest to arrive at Herot. Get out from the southwest exit, and head to the nearest port. Then set sail to the west.
After half a day (depending on your speed, the wind, your sails, and many assorted other stuff) you will reach Bullwick Island. Remember this route, for it's the only one that heads for Bellwick Island. Our journey ends in the northern lighthouse. You cannot set sail from here for three reasons:
- There's no port on the other side.
- There's a cliff on the other side.
- There's no port nearby where you stand.
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17.8.09
Aric Girdersen
Aric Girdersen, son of Earl Girder, is a proud warrior and is about to be a true grown-up. He is happy because he inherited many things from his ancestors, his favorite being a pair of golden daggers said to be from a true Berserk. He was also the first to tame a dragon in years.
He is now King and protector of Herot. He would give anything to go have an adventure, but his loyalty to his people is prior to his lust for adventure.
His constant hate towards Cassady is quite noticeable in the way that a war had been started over a simple argument between the two.
He is now King and protector of Herot. He would give anything to go have an adventure, but his loyalty to his people is prior to his lust for adventure.
His constant hate towards Cassady is quite noticeable in the way that a war had been started over a simple argument between the two.
Heroes Within: The Invasion Sneak Peek
Hero-Ville... it has a peaceful town, yet such an action-packed city. Our heroes stop at nothing to stop villains from destroying such splendor. Until someone, or something, emerges from the ground, and begins engulfing the world in its electric grasp. Is the Alliance (and the Brotherhood) fit for this kind of threat? Will the new disaster end our world forever? Find out on MY NEW BOOK -
Heroes Within: The Invasion
Hadron
Hadron is an ordinary teenage school-boy, or at least he was until he fell off a cliff beside the school grounds. He was gravely fractured and wounded. A scientist found him and took him to her lab.
Her name was Trillan. She had cured Hadron's wounds and replaced broken bones with steel rods and mechanized devices for easy movement. Hadron could move again, but now that he was a cyborg, how could he pass customs if there were metal detectors everywhere?
Trillan secretly decided to turn Hadron into a weapon, devising hand pads capable of shooting blades, laser, ion, and assorted other projectiles. She also manufactured flying boots for him, using nitrous for propulsion. In time, Hadron became a big icon in Hero-Ville.
Hadron is part of the Alliance.
Her name was Trillan. She had cured Hadron's wounds and replaced broken bones with steel rods and mechanized devices for easy movement. Hadron could move again, but now that he was a cyborg, how could he pass customs if there were metal detectors everywhere?
Trillan secretly decided to turn Hadron into a weapon, devising hand pads capable of shooting blades, laser, ion, and assorted other projectiles. She also manufactured flying boots for him, using nitrous for propulsion. In time, Hadron became a big icon in Hero-Ville.
Hadron is part of the Alliance.
7.8.09
Saphron
Once, in the days when Northlands and Merow were bound together as one country, terror and evil stalked the world. The King of Merow, Faethel Spatha, and his queen decided to forge a group where their children would join forces to defend the Northlands at all costs. Each of them has special characteristics that added up to their skills:
- Saphron is the Sword of Fire and Earth. The reflective big brother, thinking on his surroundings. He's also swift.
- Echo is the Sword of Wind and Water. The youngest of all, but when she hears or makes a decision, she is fit to keep with it at all times.
- Daygon is the Sword of Stone and Ice. Younger than Saphron, but equally mature, and powerful in his own.
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