I got book! Beautiful and independently published

Today, when coming back from walking my dog, I spotted a package lying next to my door. I hadn’t seen it when leaving because over her its pitch black at 4 PM. And what was in it? A beautiful, beautiful book. You can get your own here: Amazon.

Maegan’s self published book is gorgeous. The letter I got with it was gorgeous too and even came with a proper wax seal. Look!

Werewolves, Fantasy, Indie Books, Fantasy Book, Monster Hunting

And the book itself is gorgeous inside and out and I think I am going to re-read it now that I have it in paper.

Werewolves, Fantasy, Indie Books, Fantasy Book, Monster Hunting

Book Review: The Graverobber’s Sword

A Dungeon’s and Dragons like adventure with a crude as it gets hero, a dutiful sword, and a lot of heart.

By Jessy Jordan. Get it on Amazon!

The Graverobber's Sword

ZEPHELOUS IS AN INSTRUMENT of destiny, an awakened sword passed from hero to hero to combat the ever-looming threat of chaos and darkness. That is, until its previous wielder met his untimely end without naming a successor. Now it lies in wait, clutched in the death-grip of a friend, waiting for a new hero…

KERA NO-CLAN DOESN’T BELIEVE in heroes, destiny, or sobriety. Spending most of her life running from her past, she has little aspirations beyond her next drink. She spends her waking hours robbing graves and pawning what she finds to fuel her hazy nights, with little consideration for tomorrow. Little did she know that one grave–one sword–would change her life, whether she wanted it or not.

She is now forced to face a destiny that she has been unknowingly hurtling towards, racing against time to face the consequences of her own actions while hating every second of it.

What I expected:

Going into Graverobber’s Sword, I was prepared for a sort of buddy tale shared between a sentient sword who digs destiny and greatness, and his new wielder who doesn’t.

This wasn’t it though.

What I got:

A Dungeon’s and Dragon’s like adventure campaign that occasionally goes off the rails.

While the book starts out as I’d expected and we’re focused very much on Kera and Zeph, it quickly takes a turn before they (or we) can get comfortable. Not saying Kera was anywhere near comfortable. Neither was Zeph. Because hoo-boy, Kera is a mess. And that mess meets Smith and his daughter and then we get to see just how much of a piece of work she really is.

Right about thereabouts, I almost put the book down. Kera’s distrust for others and her absolute disregard for anyone but herself came to a boil and really, really tested me. But then I didn’t — and I got to admit that I admire the author for getting that reaction out of me and convincing me to keep reading anyway.

After introducing us to Smith and his daughter and the disaster that follows, the book takes another turn and all of a sudden we’ve got a Quest and a band of reluctant campaigners on our hands. Each member of the group is unique, comes with their own baggage, and they spend the rest of the book unpacking said baggage in mostly very unfortunate circumstances.

By the time the book was over, I’d grown to care for all of them, with Will probably being my favourite. And then I realised there’s a sequel, so I guess I am gonna have to go and check that out.

Bit like you should check out this one.

Get it on Amazon!

Worldbuilding: The Ward

An image of a sphere suspended in a circle by a set of chains.

Vigilance. Protection. Servitude. 

Between the Dawnfall and the Calamity, Trero’s population was left in shambles. 

Civil wars. Warlords. The culling of Sare. A constant fear of another Reaping. And, of course, the dread of the Rain of Fire ending everyone and everything. It wasn’t until a group of nobles and their knights decided to band together and turn the tide against the despair sweeping the lands, that Trero finally saw hope again. 

The (since then fallen) houses of vil Faer and vil Carne are credited to have been at the heart of the Ward’s creation. They’ve designed its crest and coloured its banners and wrote down its first charters. 

The Ward was formed for three reasons:

  • Regain control of the lands after the second recorded Reaping (the Calamity)
  • Prevent the next Reaping and find a way to stop the Rain of Fire
  • Turn the world away from culling the Sare and, instead, control them and put them to work. 

The colours

All of the Ward’s heraldry is designed around their sigil as well as three colours. 

Rich Red: Protection
Vivid Green: Vigilance
Gentle Ocher: Servitude 

If you ask Trindram (or any Sare, really), oppression and terror never received any colours, but remain a part of their creed. 

Organization and Governance

The Ward is an independent group of marshalls spread across every corner of Trero. Their word is law and they bow to no one. Not kings, nobles, or even the once in a while odd wanna-be emperor. 

Divided into chapters, each group has either a specific purpose or is assigned to a particular region. 

Such as:

Knights to the 1st chapter. Designated as the overseeing body of the entire Ward, including the prosecution of their own members who violate their laws.
Knights to the 2nd. Dedicated to preventing Reapings and the prophesized Rain of Fire
Knights to the 9th. The Range’s chapter in the north.

Ranks and how to tell them apart

The Ward has a relatively flat rank structure, beginning with its council made from envoys of each chapter and moving through knight captains, knights, and eventually ending with the Sare under their thumb. Every six years, a steward is elected from the currently acting envoys to take on a governing role.

  • Envoys and stewards wear two-shouldered, short capes. The colour and embroidery vary based on their chapters. Often, if the chapter belongs to a region, it will include the envoy’s home sigil. 
  • Knight Captains, the highest military rank, wear a short, single-shouldered red cape on their left. This is meant to represent their role as protectors and guardians of all. 
  • Knights, the most common rank, wear the same, except in green, representing the Ward’s constant vigilance.
  • Sare pressed into their service receive a simple, ocher cape which they wear on their right shoulder. Sare with a specific talent, such as Medica, are further identified with their designated colour stitched on the shoulder cape.

Worldbuilding: Reapers, Part 2

Image source: Unsplash 

Devils

Today, we’ll muse about another subclass of Trero’s Reapers. The Devils. 

They are what sin created and Hell is where they’re from. It’s said that sinners and the unworthy are cast off to spend eternity with them – never to walk the Trails or have their feet touch Trero’s ground again.

Types

Devils come in a few different types. There’s Reavers. Harpies. Seadevils. Hounds. And Vek.

Reavers

When you mention Devils, the first thing that comes to mind are the Reavers. To the point where Devil and Reaver can be used interchangeably, which distresses scholars something fierce.
But there’s a good reason for that. Reavers are, undoubtedly, the most dangerous of the lot. They’re cunning. Relentless. And Reaping or not, they’ll prey on people with an enthusiasm that makes it look like they’re hunting them for sport.

Appearance

They resemble wingless, bipedal dragons, with long necks and an even longer tail to keep their balance. Feathered in mostly green and brown, they can vanish into foliage quite effectively, though not like they have to. Not with their long arms ending in claws so sharp they can slice cleanly through steel and teeth strong enough to do the same.

Behaviour

Reavers live and hunt in packs, though never in groups larger than six. They have an incredible vocal range, allowing them almost flawless vocal mimicry, which some have honed to the point of being able to fake human language. In particular because they seem to have made it their past time to hunt people for sport. Even when there’s no Reaping happening.

And they are, without contest, credited the most kills during Reapings, tearing mercilessly through villages and cities. Its what earned them the name Reaver.

Symbolizm

Fighters and gladiators often associate themselves with Reavers and like to decorate themselves in their feathers and carry marks inspired by their likeness. Aside of that, Reaver-like images are reserved to represent Devils and the consequences of a sinful life.

Harpies (Airdevils) & Seadevils

These devils are less likely to actively search out humans to hunt but are incredibly territorial. While Harpies are winged creatures of bizarre humanoid shape, Seadevils come in different shapes and sizes altogether. Some are gigantic, large enough to rival the biggest of dragons, while others are no bigger than dogs. As their name suggests, Seadevils live in Trero’s oceans, rarely moving up large rivers into the mainland. They may come looking like a twisted fish, or equipped with long, thick tentacles. Either way, they’ll attack and sink anything or anyone daring enough to sail too far out.

Symbolizm

Harpies are often associated with being unclean. Seadevils are favoured as marks for port cities as symbols of endurance.

(Sare) hounds

Sare Hounds are a very particular sort of Reaper altogether. For one, they are domesticated. Ever since the Ward has come to power, they’ve been snatching the Hounds up right after dragons bring them from Hell – which is when they are no more than small pups.

Oh, and they’re blind.

Appearance

As the name suggests, Sare Hounds look like… hounds. Large, lithe, with narrow chests and strong legs made for long distance running. They have thick, leathery skin and are mostly bald, aside of some feathering running over their head, neck, spine, and down along their long tail where they often come together in a wide plume.

Their most startling feature are their eyes. Which is to say their blind eyes. They have no pupils, rather their eyes look like thick, dark purple orbs set deep into their sockets, their surface sprinkled with gold and silver dust.

Some liken their eyes and the patterns of dust in them with the Trails. Even going as far as to say that they’ve stared at the Trails longingly for so long, they caught motes of their light in them, forever blinding them.

Behaviour

Wild Hounds roam in pairs. No one knows how those pairs form – except that one day two lonely hounds will meet and then never again part. They hunt together. Sleep in a pile. And wander and wander and wander, never staying in one place for very long.

Their meals mostly consist of regular prey animals, which, they locate with uncanny precision, though they’ll hunt people just as effectively if the opportunity arises.

It was their incredible skill at tracking – especially tracking Sare – that made the Ward begin domesticating them, training them for one purpose and one purpose alone: Recognise, find, and track Sare. Hence, Sare Hound. A task they are uniquely qualified for, as they see the world by scenting the Hem around them, picking up on every soul and imprint that flits through it. From the vivid, rich soul of a Sare, all the way down to the smallest grain of sand.

Symbolizm

Trackers and hunters like wearing marks inspired by Sare Hounds, though mostly it’ll be Ward chapters that fly banners or bear sigils that resemble their hounds.

Vek

These large, feline creatures get an honourable mention, because they aren’t exactly Reapers. Not any more, anyway. Because unlike every other Reaper out there, Vek don’t rely on dragons to carry them down from Hell. No. They have, somehow, managed to break that reliance and developed the ability to reproduce.

Now they live in family groups, mate, have kittens, and die of old age just as if they were any other normal animal.

Appearance

Vek (sometimes referred to as Sapvek) are large, feline oddities covered in short, silken fur and a plume of feathers along their spine and down their long tail. And where the feathers and the fur meet, they have a stripe of bared skin that glows an eerie blue at night and often webs out along their body like the fingers of a lightning strike.

That blue glow comes from them licking the sap of Trero’s lantern trees – the most common trees spread across the land. And the home of Vek families, who live far up in their branches from where they hunt creatures both small and large.

Worldbuilding: Trero's Calendar and Ages

I can draw lines!

I made dis! ( ^∇^) A Calendar (at least a draft of it) and a timeline documenting Trero’s ages. This baseline will help drive me insane as I try to keep my facts straight and flesh out Trero’s history further.

Eras and Ages:

Trero’s recorded eras are divided in two: What’s now called the Golden Dawn and anything that came after. 

82 years before Dawnfall: The Rain of Fire prophecy fell into the minds of all Dreamers. 
It took no more than two minutes – two minutes in which life stopped for every Dreamer, no matter how faint their gift. Two minutes in which they watched fire rain from the sky and set Trero ablaze. After that, life changed. All that mattered from there on out was to find a way to stop what’s yet to come.

Year 0: Dawnfall
Also known as the 1st Reaping. At what’s ever since been known as the peak of civilisation, the Reapers gave their name a new, but very fitting, meaning. They turned on mankind and tore it all down.

Year 500: The Calamity
2nd Reaping. Mankind was stubborn. They tried to rekindle what they lost and only found another Reaping waiting at the height of their efforts.

Year 965: Hellfall
Pieces of Hell fell from the skies in what many believed to be the Rain of Fire. It wasn’t.

Year 1790: The Glitch
3rd Reaping. A short, but much more brutal Reaping than any that’d come before. It brought humanity to the brink of extinction before it ended just as suddenly as it began.
 
Year 2080: The Folly
4th Reaping. With most of Trero still recovering from the Glitch, an Emperor rose in the East, marching from the Eye and across both the Belt and the Grief with only one purpose: Unite Trero and bring about another Golden Dawn. His wars and conquests brought both chaos and order. And his ambition another Reaping. 

Year 2097: Beginning of A Shielding Thing

Calendar / The Year

A year is divided into 10 months. All but one are 36 days long.

  • Frosthold
  • Tre’s Thawing
  • Tiern’s Bloom
  • Hausk
  • Eastmarch
  • Ais (the shortest month at 18 days)
  • Dragon’s Flight
  • Vets
  • Ro’s Luck
  • Comharth

The Turns (weeks)

Days are grouped into turns. The first turn sees Hell rising in the south and falling in the north over the span of 9 days. Then follow 9 days without it, but in which the position of Trero’s rings (The Trails) are used to indicate the passage of time.

A turn in which Hell is in the skies follows a simple naming method:

  • Hellrise
  • 2nd day of Hellrise
  • 3rd day of Hellrise
  • Crescent
  • 1st day of Hellset 
  • 2nd day of Hellset
  • 3rd day of Hellset
  • Hellset

A turn without Hell often has individual naming conventions depending on the region, sometimes named after kings, lesser gods, or even Reapers.  

And that’s that. Lots more work for me to do, but at least now I know where to plant all my history lore. Right?

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Worldbuilding: Elaya’s Grief

Art credit:  Ben Watts  on Unsplash

Elaya loved her sons equal. Tre, the first of the twins, she cherished for his integrity. His bravery. Ro for his wits and never ceasing need to bring laughter to the people she shelters in her lap. And Tiern she adored for how his stalwart believe in kindness never faltered and his heart remained made of gentle things. So when the Wicked tore Tiern from the skies and broke him across the lands, she grieved without measure.

The Grief, as it’s most often referred to, divides the western continent of Trero straight through the middle. It’s said to be the scar left by Tiern’s passing and the site of Elaya’s never-ceasing grief. Her mourning, profound and never-ending, lures Reapers into the shadows of its valleys and jungles, where it drives them to rabid madness.

That’s the age-old tale about it, anyway.

Geographically, it’s an oddity. Even for Trero’s standards. The majority of its core is made of deep canyons and islands of jungles between them, while the northern and southern borders are mountains with only a handful of possible entries. While the north is a little cooler, even seeing snow sometimes, the Grief generally holds a steady warmth throughout the entire year. Which, in theory, would make it attractive to live in. But there’s always a but in those sorts of situations, such as the Reapers who thwart every settlement effort – and the tales of how its canyons and mountains are ever-shifting, creating an impossible labyrinth to traverse. 

Well, except if you’re a Shielding.

According to enduring legends, only a Shielding can reliably find a path through, though how much of that has to do with the supposedly every-changing landscape is a bit of a mystery. Maybe it’s down to how they’ve spent generations mapping out a safe route — or maybe it’s just their uncanny affinity to the Grief that helps them avoid the Reapers roaming it. 

An illustration of Elaya's Grief.
Elaya’s Grief

Regardless, you’d go to them if you wanted to pass between the north and the south and they’d get you across, often leading entire merchant caravans and twice even small armies. Two possible crossings existed for the longest time: The shallow tail in the west, which was always a much longer route and much more fiercely guarded, and one route through the Grief’s thick centre. While both routes had their unique perils, the latter was the most used one, as it connected the rich south with an even richer north (or the other way around, depending on who you asked).

But time changes everything. Before the Folly left the north in shambles, an industrial boon (fuelled by war and conquest) led to the construction of a railway running around the Grief to the far west. The old crossing up there has since then been abandoned, and the original passage through the centre hardly ever sees travellers any more. Too much of a risk for too little time saved.

Not that the Shieldings care much. They own the railway, after all.

But that doesn’t mean the Grief is no longer of any interest to people with adventurous character. Reapers, tricky terrain, and superstitions aren’t the only things tucked away in it, after all. Ancient cities, abandoned by Trero’s Benefactors, hide in its mountains and sit in the steep walls of its canyons. Except no one has had any luck with them. Yet. Their doors remain stubbornly shut, with no lock or key in sight, a challenge brave souls can’t often pass up. 

Adventures which tend to end in death, unfailingly feeding the tales of the Grief’s treacherous heart. At this point, the Shieldings still living in the old waystations are mostly there to keep people out, rather than bringing them through.

. . . it’s a fun place, I swear!

Originally, the entirety of Sinvik’s adventures centred around it, back when Sinvik was mostly a treasure/artefact hunting daredevil. Which the Grief really lent itself to well. But there’s always been a bigger purpose for it and I’m not sure I want to spoil that just yet. Let’s just say every myth and every legend has some truth at its core and leave it at that.

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