Tumgik
#fourth it has Creatures by virtue of Ocean
rindomness · 2 years
Text
i need the people around me who are partway through ethersea to finish it so i can scream freely
4 notes · View notes
Text
Movie Review | Anacondas: The Hunt for the Blood Orchid (Little, 2004)
Tumblr media
Stray observations:
There's a cute little monkey, who spends the movie doing cute little monkey things and getting a lot of cute little monkey reaction shots. This is the best character in the movie, by virtue of being a cute little monkey and the other characters being largely terrible.
Most of the characters suffer from being defined in either the blandest or most annoying terms, and being played by actors who are too... smooth, too conventionally attractive for this material. The actors all look like they're from a network TV pilot that was never picked up. Actors in jungle adventures should have a certain texture, look like they're barely keeping together under the humidity, like their diets consist mostly of liquid lunches and they've seen some shit, like they've spent all this time squatting in the bush, not staying in their hotel rooms. Only Andy Anderson has anything resembling these qualities, and let's just say he exits the movie before he really enters the proceedings.
The character played by Salli Richardson-Whitfield spends the entire movie being a Negative Nancy and gleefully predicting the failure of the mission. This character is initially quite shrill and off-putting, but the second the mission goes south and she suggests they get the hell out of the jungle, she becomes the most sensible character despite becoming no less shrill.
I mostly felt bad for Morris Chestnut, who went from playing one of the leads in Boyz n the Hood to being the villain in a Steven Seagal movie and getting fourth billing in this, despite putting in more effort than the bulk of the cast.
Without spoiling too much, this makes the same observation about human nature as some of the Italian cannibal movies, that the jungle is an unforgiving place but also an amoral canvas, and that man is not necessarily evil but can be freed by such an environment to unleash his worse nature, provided he isn't first killed by one of the many things that can and will kill you at the earliest opportunity.
A choice bit from Ebert's review: "The jungle where the blood orchid blooms is inhabited by giant anacondas. In fact, although they are solitary creatures, the snakes congregate in this very place during the rainy season, to form (or attend, perhaps) a "mating ball," so that the river and the jungle seem to be teeming with them. We have heard about salmon swimming upstream to mate and birds flying thousands of miles to their summer nesting homes, and perhaps that explains why the anaconda, which is a native of the South American rain forests and is unknown in Borneo, makes the arduous journey across the Pacific Ocean and up the river to the precise location of this movie."
I watched this because it's directed by Dwight H. Little. I understand he has a background in directing horror, and you can see that horror movie energy manifest in the lurid bonecrunching sadism of Marked For Death, which is the only other film I'd seen of his. Sadly, little of that quality is present here. The anaconda attacks are nowhere near vicious enough, nor frequent enough, and when they do happen, the proceedings are not exaggerated enough to overcome the dodgy CGI. That being said, the movie is attractively shot and coloured by a nice rainy, humid, overcast atmosphere that carries a sense of dread that the movie doesn't make good on.
2 notes · View notes
the-fae-folk · 3 years
Text
How to Build a World?
Some time ago, I answered a writing question as Quoth the Raven that dealt with how to go about Worldbuilding for your story (Found Here). I’ve now rewritten the piece because I was struck with inspiration for a much more poetic form. I rather like it this way... ______________________________________________________________ Every story has to start somewhere. Some start with an endless void, a dark abyss where spirits drift over the waters, an egg which has not yet hatched to reveal the universe contained within. But in my opinion the best beginnings are found on a blank page.
Sing an ode to the whiteness of a screen, to the sterile form of an unfilled notebook amidst a pile of notebooks you keep buying but never write in. I call upon thee, oh Muses, let the divine speak into the shadows and let there be light. Fountains may spring up from the deeps and the oceans pay homage to the moon above. I am but a humble supplicant to the gods of paper and ink, where multiverses of verse and prose are crafted from words alone.
A world must be made through the number seven. Seven days, seven dwarfs, seven epochs, seven sins, seven virtues, seven founding principles of building a world.
The First is of Magic. All worlds begin with magic in a way. You can call it by any name you desire; Nature, physics, deity. First a word is spoken, a rule, a way of being. Whether the universe is filled with blinding empty light and shaded to sight by suns of shadow and fires that burn black enough to repel the light of night, or if the endless skies are oceans where planets drift in bubbles of air and stars keep the endless ice of the galactic abyss at bay with their warmth.
It is a question of how your world works, a list of rules that cannot be broken by even you as the rest of the pieces fall into place. A willing suspension of disbelief is a fragile thing. If it breaks, you are dashed to pieces beneath the weight of fallen expectations. A reader betrayed is rarely forgiving to those who have broken their own laws.
So write, write of the shifting of stars and the fundamental forces of love and duty. In your canon proclaim the laws of wind and gravity, atoms of justice, and the blessed radiation of whimsy and wonder.
But once you have finished, and the last law carved upon the last stone atop your own Sinai, you must heed them always. From gods to grains of sand on a distant shore, none can break these commandments.
When you speak a second time, it is of Place. Of mountains and mayhem, of vast oceans where secrets lie forgotten far beneath the waves.
Reach out your hand to carve canyons from the paragraphs on the page, riverbeds that flow swift and pure into great lakes and down into silent aquifers below the very earth itself. Whether one sun, or seven, or none at all, this world must be made known through careful descriptions and prose.
And as long as it does not contradict your rules, you can have islands that fly through the skies, glass rain, giant geodic structures that have never seen the light of a single day. What of glaciers that chill the whole land into an ice age? Or a supervolcano that belches molten glass from its summit?
Then, as your world is forming, think on the third principle of building a world. Life.
Deep down in the depths of the darkest seas you might form creatures so alien they defy the very mind, drifting on currents and living without sun or sky, only in eternal shadow and crushing pressure. Or you may begin on land instead, with green skinned goblin-like folk who live among the trees and speak in song and melody as they hunt the fire breathing dragonflies. Perhaps even the sky might be your dominion. Pods of whales that swim among the clouds, blowing geysers of wind high into the abyss of blue and white that turns to stars at the highest heights.
Each living thing lies in connection with one another. Eating, growing, changing, moving. Flowers make bioluminescence in forever darkened woods and caverns. Gas filled balloon-like pods could carry creatures high into the sky with them, letting them escape from predators.
Here and now your pen is the fountain that begets creation, your mind is the tree from which all life springs. This world is your garden to cultivate, your Eden cradled between life giving rivers.
Wherever you touch there will be life. In the most scorching of deserts, in the deepest caves and wells, in the furthest canyons, upon the coldest glaciers. And as long as you remain true to your rules of reality, your world can take even the most whimsical of forms. Trees whose roots tangle among the clouds and whose boughs hang down towards the distant earth below, people who can see colors that neither you nor I have ever heard of. Each new thing makes your world more complex, more real, more connected.
Perhaps you know what comes next? In truth it has already begun, for your fourth is of Cognition.
It may be that somewhere in your world there is a creature or plant, perhaps many, or even all, who have tasted that forbidden fruit and became more than they were, became aware that their eyes had been closed and for the first time knew that they could open them and look.
What might it be like? To look out at the world and for the first time see it anew? Before there was survival and safety, food and mating. There was no time for beauty, no time for dreaming, no time for such things when every moment was needed. Yet at some point, there was time, and someone stopped to look. And everything changed.
Most creators prefer the humanoid form when building cognizant peoples, though not all, some few might choose different shapes. Plant, reptile, insect, or even stranger forms the likes of which might not be found here in our world, but only in that world of their making.
But the shape isn’t the important thing. No, what is vitally important is the manner of cognizance. How is it that your people understand the world? What are they aware of? What things can they hear? Or touch? Taste? See? Smell? Or perhaps they have senses that can only be described in roundabout ways to readers who will never entirely understand what it is to perceive in such ways, like blind men who try to know what it is like to see.
Now it is time at last for your fifth. This is the culmination of all things thus far, the laws of reality, the geography, the life, the cognizant peoples… Your fifth is Culture.
Peoples gather together. They make laws to protect or to divide, to ensure and ensnare. They farm or hunt for food, creating new ways with new generations. And best of all they tell stories. Oh those stories. These are the things of which culture is made. Stories that are woven into tapestries or painted into murals, songs are composed to evoke the emotions of such stories, even food is cooked to be eaten as the stories are told.
But there are other things which can affect your peoples and persons. Where do they get their clothing? Animal hides or plant fibers? Perhaps wool or cotton? And how is it obtained? Technology? Magic? Labor? Do the people even wear clothing at all? For some might not find it necessary if they are perfect for the place they dwell in their world.
What foods can they eat? Would you or I even recognize it? Let alone be able to digest it without agonizing pains in our stomachs? A fruit that glows might transfer its glow to those who eat it, giving them light to see in the dark and energy to live another day. Certain beasts are only slaughtered on certain days of the star calendars, for festivals and holy feast days, for ceremonial reasons and never secular ones.
Here is the most dangerous part in your journey, for the building of culture can become a mire or a maze, a labyrinthine pit from whence you can never escape no matter how much you build. Every detail begets another, and cultures are more than any one person can make. World Builder though you are, you still have limitations of your own.
So you look to the sixth, which is history. From whence did they come? And where do their journeys go? And of course, what happened at every step in between? Kings and emperors to the feuds of petty farmers. Did the dragons lay claim to the seven clawed mountains in the forty ninth century or did the Arch Astronomer falsely claim they did so that he might turn his people’s thoughts to southern trade?
Culture takes time to move and once it begins it will not stop. From the grand world point of view to the shortsightedness of individuals, each and every step will be important. Religions and wars, cataclysmic events, heroes, and even plagues. Everything that arises when you add time to the world you have created is history. The world is a living breathing thing that will move on its own if you let it.
The seventh day arrives. Some deities might rest, seeing that all is good. But not you, for your world is made in slavish worship to the Story. A world built so that it might contain, for good or ill, a tale of your telling.
So write, prideful one. Your hubris has driven you to follow in the footsteps of the gods themselves, building a world where before was nothing. It is time to look closer, to follow a single strand of thread in this tapestry you have woven from dreams and shadows.
Now that you have crafted for us an entire world, tell us your tale. We are listening.
35 notes · View notes
pamphletstoinspire · 5 years
Photo
Tumblr media
Blessed Are They That Hunger And Thirst After Justice
Presence of God – O Holy Spirit, may I no longer hunger for the things of earth, but for heavenly things alone.
MEDITATION
When the Holy Spirit becomes master of a soul and takes entire control of it, He communicates to it an invincible strength which sweeps away and overcomes all obstacles, enabling it to bear all kinds of suffering. As the strong are not easily satisfied, but are always aspiring to greater things, so in the measure in which the Holy Spirit strengthens a soul, He makes ever increasing desires to spring up in it, longings for justice and virtue and sanctity, so ardent and impelling that they may well be called hunger and thirst. Under the influence of the gift of fortitude, the soul hungers and thirsts after justice. This explains how the fourth beatitude corresponds to the gift of fortitude. “Blessed are they that hunger and thirst after justice, for they shall have their fill” (Matthew 5:6). The word justice must be taken in the very broad sense, signifying perfection, sanctity, and a total gift of self to God and to souls; it is in this sense that the Holy Spirit impels the soul, revealing to it ever wider horizons, calling it to ever more perfect works and to an increasingly generous and complete gift of self. Such a soul can no longer reserve anything for itself: the Holy Spirit will not permit it; it must give itself wholly. “The charity of Christ presseth us” (2 Corinthians 5:14), the soul repeats with St. Paul. It is consumed by a burning thirst for God’s will, which it seeks even as the miser searches for gold. It is an ardent thirst for sanctity which will not tolerate the slightest infidelity to grace; the soul always thinks itself to be doing too little for God, and “if it were lawful for it to be destroyed a thousand times for Him it would be comforted” (John of the Cross, Dark Night of the Soul II, 19,3); it has a burning thirst for souls, and continually spends itself for them, without ever sparing itself; it thirsts for God’s glory and has no thought of rest, but is always ready for new sacrifices and labors. Whence comes such courage and zeal? Not from its own strength and energy, as it well knows, but it springs from the power of the Holy Spirit, from trust in Him and docility to His inspirations. The soul can truthfully say: “I can do all things in Him who strengtheneth me” (Philippians 4:13).
COLLOQUY
“O God, ocean of sacred love and sweetness, come and give Yourself to my soul. Grant that I may continually long for You with my whole heart, with absolute desire and burning love, and that I may live in You. O my true supreme joy, may I prefer You to all creatures, and for Your sake, renounce all transitory pleasures!
“O Lord, nourish this starving beggar with the influx of Your divinity and delight me with the desired presence of Your grace. This I long and beg for, so that Your vehement love may penetrate, fill, and transform me into You.
“O loving Redeemer, make me burn with love for You, making no account of myself, and finding my delight in You alone; may I know and enjoy no one but You. O overflowing abyss of the divinity! draw me, and immerse me in You! Take all the love from my heart and apply it to Yourself, so that I may be dead to all other things.
“My soul calls You, and seeks You with indescribable love, O delight of loving embraces! Come, my Beloved, come, You whom I desire above all, that I may possess You within me, and that my soul may embrace You and hold You close! Come into my soul, O sovereign sweetness, and let me taste Your sweetness, and delight and rest in You alone.
“O my Beloved, Beloved of all my desires, let me find You and then hold You and press You close in a spiritual embrace. I desire You, I sigh for You, O eternal Beatitude! Oh! give Yourself to me, unite me closely to You, and inebriate me with the wine of Your love!” (Bl. Louis de Blois).
5 notes · View notes
bladesurgence · 7 years
Text
ionian history, part i
I’ve estimated that the record of human history past the Rune Wars has lasted approximately three Ages, or three thousand years, once for every age, so it’s time to put that all into a comprehensive timeline as far as Ionia goes. The calendar has began the Fourth Age and history is currently about twenty-five years in (or year 3025).
First Age to Second Age, year 200 — humans from the mainland sailed across the ocean in order to escape from the chaos and destruction of the Rune Wars. Although the island did not suffer as much damage as mainland Valoran, battles still happened there, especially against dragons. Society at this time consisted of small hunting communities, with their priorities set towards evading the various monsters that stalked the earth.
The vastaya had lived in Ionia for longer than this time, although their origins are undocumented (unless Riot tells us some stuff when Rakan & Xayah are released heh). Humans at this time were weaker than the vastaya, but the vastaya did not attack or infringe upon their land so long as they did not tamper with the conduits of magic interspersed throughout Ionia.
Some humans also learned magic by virtue of being exposed to these conduits, leading to the first mages.
Second Age, year 200 to Second Age, year 500 — Ivern, a Freljordian warrior, travels to Ionia and goes to war with the vastaya after conquering much of the native population. He later then becomes the new God-Willow and the Greenfather, but the existence of a benevolent nature spirit allows for native Ionians to better understand the concept of magic. Civilization begins to grow. The vastaya begin to feel threatened, but they do not resort to war. Yet.
Mages become powerful figures in Ionian civilization as they have learned to fend off Ionia’s dangerous creatures. Societies are founded with defense in mind, so families raise their sons and daughters to become soldiers trained by a group of mages in order to fight against these beings (not the vastaya, stuff like manticores and chimeras). The humans and the vastaya create rough contracts that align them together against these oni.
Second Age, year 500 to Second Age, year 600 — Relations between the humans and the vastaya begin to erode over territory lines, border skirmishes, and responsibilities over groups of oni that spill into vastayan and human villages unchecked.  Pahlawan, one of the most powerful mages, begins to convince the villages that the vastaya have tricked them and have been withholding magic from them that could be used by the mages to better protect civilization. He raises an army that defeats the vastaya in a conflict that spans fifteen years and drives the vastaya out into remote parts of Ionia where the oni are known to run rampant. The Pahlian Empire is established in the year 565. It lasts for two generations (Pahlawan and his son) before a revolution aided by vastaya topples the government.
Second Age, year 600 to beginning of Third Age — During the reign of Pahlawan, Ionia began to militarize heavily in order to consolidate this sort of authoritarian reign. However, this led to extreme exploitation of natural resources and manpower, something which the new institution looked to fix when the revolution put an end to the empire. Human and vastayan scholars alike worked together to create a less powerful central government, where a small group of elders from both human and vastayan settlements would meet together to discuss the welfare of the two groups.
This led to an oligarchy different than the current Council set up. There was no clear rule on how many individuals could join this elder council, but because these were all wise men and women who were careful not to turn the government towards the way of Pahlawan’s rule, this system lasted for several centuries. Ionian scholars today consider this the first true dynasty, the Ione Dynasty, from which Ionia gets its name.
25 notes · View notes
swipestream · 6 years
Text
New Release Roundup, 28 July 2018: Fantasy and Adventure
Young treasure hunters, imperial legions, xian’xia cultivators, heroic superhumans, and steampunk squires fill the pages of this week’s roundup of the newest releases in fantasy and adventure.
Clansman: Invoking the Darkness (Mapper #1) – Royce Scott Buckingham
Guided by a massive clan book containing tales of their ancestors, the Hilltoppers arrive in Abrogan, pledging allegiance to their King. They have crossed a forbidding ocean to another land where birds speak messages, poisonous sleep-animals lurk, warriors struggle for power and Lords bend the truth on a whim.
Ian Krystal, leader of the Hilltoppers, becomes an unlikely leader, charged with building roads, clearing a menacing bog full of savages, chasing down bands of thieves and in the process emerges a champion of the people.
Petrich is the clan’s scribe, meant to chronicle their journeys while learning the fine art of mapping from a renegade Lord. As a child, darkness sheltered him from marauding tribesmen and he carries it with him.
The emerging City of Skye is being built in the new land. King Blackpool’s nephew struggles with his power and the King arrives determined to double his empire.
Can an honest man of integrity prevail in a land of intrigue?
Coiling Dragon (Coiling Dragon Saga #1) – Wo Chi Xi Hong Shi
Empires rise and fall on the Yulan Continent. Saints, immortal beings of unimaginable power, battle using spells and swords, leaving swathes of destruction in their wake. Magical beasts rule the mountains, where the brave – or the foolish – go to test their strength. This is the world which Linley is born into, a world of mages and warriors.
Raised in the small town of Wushan, Linley is a scion of the Baruch clan, the clan of the once-legendary Dragonblood Warriors. Their fame once shook the world, but the clan is now so decrepit that even the heirlooms of the clan have been sold off. Their prospects seem dire… and yet, perhaps some power still remains within the veins of the Baruch clan. Dragons do not easily die, and neither do the dragonblooded.
Come witness a new legend in the making. The legend of Linley Baruch.
The Cross of the Last Crusade (Young Chase Baker #1) – Vincent Zandri
An ancient solid gold cross has been buried seemingly forever. Only Young Chase Baker is brave enough to dig it back up.
You know Chase Baker as an adventurer and Renaissance man who loves the ladies but who also loves finding trouble in the form of buried treasure all around the globe. But what was Chase like back when he was a teenager? Turns out, he was a younger version of his adult self.
In this, the first short novel in the new Young Chase Baker action & adventure series, Chase teams up with his two best amigos–the skinny, fun loving, Twigs, and the combative but courageous, Baily. At Chase’s urging, the three embark on a late night quest to uncover the Cross of the Last Crusade which is said to have been buried along with the body of an old Frenchman, Pierre Menands. When Chase’s “sort of” girlfriend, the beautiful Monique, joins the hunt, the band of teens face down haunted ghosts, angry cops, a speeding locomotive, rabid dogs, a murderous resurrected crusader, and finally, the zombie reincarnation of Menands himself.
The Frostfire Sage (The Landkist Saga #4) – Steven Kelliher
The Sages are dying. The gods are waking up.
Kole, Linn and their companions have survived the wilds of Center, slain another Sage and put their world on a path toward salvation.
Or so they think.
But the Eastern Dark has returned and laid claim to the power of T’Alon Rane, making the King of Ember his dark servant once more. Now, their ancient enemy marches across the frozen wastes of the north, seeking to end the life of his former ally and the last true power that can stand against him.
With the last two Sages on a collision course that could decide the fate of the world, the Landkist of the Valley have a choice to make. One between darkness and light, redemption and corruption.
For the Frostfire Sage is alive and unwell. And she has secrets to keep. And scores to settle.
Knight Country (An Adventures of Baron Von Monocle novella) – Jon Del Arroz
The Special Forces of Steampunk!
Airships, Guns, and Gadgets! The Knights of the Crystal Spire are more than ordinary fantasy knights.
Life as an apprentice knight hasn’t been easy on James Gentry. As a commoner and an outsider, he’s been ridiculed, picked on, and shunned by the other boys. But he’s determined to become one of the finest knights Rislandia has ever seen.
During his training, James stumbles upon a master knight selling information on Rislandian troop movements to a Wyranth spy. To keep Rislandia safe, he must root out the traitor and put a stop to the enemy’s schemes. Does he have what it takes?
“Knight Training” is a stand-alone sequel novella to the award-winning steampunk novel, For Steam And Country!
The Mask of Storms (Blood and Honor #1) – William Stacey
Warrior. Outcast. Hero.
Framed for theft. Hunted by the underworld. Marked for death by a dark power.
If they fail to recover the Mask of Storms, they may lose more than their lives. They may lose their souls.
When dockhand Bors is blamed for the theft of a magical artifact—the Mask of Storms—he is hunted by those who will kill anyone to recover it. But Bors is a man with a violent past and when pushed he pushes back. Now, on the run in a foreign city, his only ally is the beautiful but treacherous thief Long Tam.
But a dark power watches from the shadows.
Omega Deep (Sam Reilly #12) – Christopher Cartwright 
Name: USS Omega Deep Cost: 30 billion dollars Class: Experimental Noise Emissions: Undetectable by current sound monitoring capabilities Current Status: Unknown. Last contact 96 days ago. Presumed sunk. 192 souls lost.
The US Navy’s most advanced nuclear attack submarine, the USS Omega Deep was the first to disappear. It was followed swiftly by the loss of the Russian spy vessel Vostok, and then the Feng Jian, a Chinese Aircraft Carrier.
Sam Reilly and his unique team of troubleshooters are requested at the express order of the President of the United States of America to locate the Omega Deep and determine the cause of these unexplained tragedies, before they lead to World War III.
The Price of a Drink (Right Ho, Jeeves #4) – P. G. Wodehouse, adapted by Chuck Dixon and Gary Kwapisz
THE PRICE OF A DRINK is the fourth issue in the RIGHT HO, JEEVES series, which tells of the travails of the inimitable Bertie Wooster, summoned from the comforts of #3A Berkley Mansions, London to Brinkley Manor by his imperious Aunt Dahlia. In this issue, Gussie Fink-Nottle has summoned up the courage required to address the collected youth of Market Snodsbury, but it is a liquid courage. Not only that, but he has summoned up entirely too much of it, with hilarious and humiliating consequences for everyone involved.
Adapted from the classic Wodehouse novel by comics legend Chuck Dixon and drawn by SAVAGE SWORD OF CONAN illustrator Gary Kwapisz, THE PRICE OF A DRINK is issue #4 of 6 in the RIGHT HO, JEEVES series.
Regicide (The Completionist Chronicles #2) – Dakota Krout
After the encounter at the Mage’s College, Joe’s name has become well-known in Eternia. While the majority of his guild is ecstatic over the bonuses that he brings them, not everyone is pleased with his rising influence. In fact, someone has been spreading rumors that Joe is unbalanced, sacrificing comrades for personal power.
As a result, Joe is forced to recruit a team of misfits and discovers that their unique abilities complement his own. With their assistance, Joe moves forward with his plans to specialize into a more powerful version of his Ritualist class. But when the dust settles, he will be forced to ask himself a simple question: was it his actions that lit the fires of war?
Rogue Dungeon (The Rogue Dungeon #1) – James Hunter and Eden Hudson
Roark von Graf—hedge mage and lesser noble of Traisbin—is one of only a handful of Freedom fighters left, and he knows the Resistance’s days are numbered. Unless they do something drastic…
But when a daring plan to unseat the Tyrant King goes awry, Roark finds himself on the run through an interdimensional portal, which strands him in a very unexpected location: an ultra-immersive fantasy video game called Hearthworld. He can’t log out, his magic is on the fritz, and worst of all, he’s not even human. He’s a low-class, run-of-the-mill Dungeon monster. Some disgusting, blue-skinned creature called a Troll. At least there’s one small silver lining—Roark managed to grab a powerful magic artifact on his way through the portal, and with it he might just be able to save his world after all.
Unless, of course, the Tyrant King gets to him first …
A Sellsword’s Resolve (The Seven Virtues#3) – Jacob Peppers
Aaron and his companions prevented the assassination of a queen but in doing so they angered an ancient evil. Angered it, wounded it, but did not kill it, for such evil never truly dies.
An army greater than any the world has ever known marches bringing steel and death with it and somewhere a thousand-year-old evil lurks in the darkness, plotting and bending its will toward revenge.
Aaron and his companions have gathered allies to help them in the coming battle and each day his bond with the Virtue of Compassion grows stronger, gifting him greater and greater power.
But if life on the street taught Aaron anything, it’s that no one is better able to stab you in the back as those standing behind you. And as his power with the legendary creature grows, so too does an uncontrollable rage that threatens to consume him.
His enemies are many, his friends few, but no matter what happens, they will all learn the truth of a sellsword’s resolve.
Spawn of an Assassin (The Dark Assassin #3) – Steve Collier
Born of war, heir to the throne of the Blue Territory, Makeo has never lived a normal life. His brutal training at the hands of the kingdom’s greatest assassins combines with his natural talent to make him an unstoppable warrior. And an arrogant one.
When word reaches the king that their enemies are planning a massive invasion, donning armor and wielding weapons beyond their power to defeat, Makeo is determined to fight to save his kingdom.
The Wisp, an ancient and evil parasite with the power to fully control its host, has laid dormant for all these years… until now.
The Wisp beckons to Makeo, filling his head with promises of glory, of victory, of peace for all Five Territories. What Makeo doesn’t know, is that all this comes with a heavy price… his soul.
Can Makeo hold himself back from the manipulations of the Wisp? Or will he succumb to its call and release it from its imprisonment, dooming the whole world?
The Street Rules (Chuck Dixon’s Avalon #1) – Chuck Dixon and Frank Fosco
From the mean streets of Moseley to the luxurious beach houses of Diamond Beach, crime affects everyone in Avalon. And the presence of the superhumans known around the city as “specials” hasn’t necessarily made life for the average citizen any better, since the local vigilantes are as apt to demand payment for their protection as they are to provide their services for free.
The crime-fighting duo of King Ace and Fazer are true heroes, not vigilantes, as Fazer explains the difference to a reporter interviewing him for the city paper. A hero doesn’t expect thanks or payment, he helps people because it is the right thing to do. And a hero doesn’t kill anyone, ever. All he and the big guy are trying to do is make everyday life better for everyone walking through their streets, living in their city.
But even heroes face temptation.
The Tiger’s Time (Chronicles of an Imperial Legionary Officer #4) – Marc Alan Edelheit
A nobleman from an infamous family, imperial legionary officer, and born fighter, Ben Stiger is trapped in the past and cut off from everything he has known. The World Gate is sealed behind him and Delvaris the man he traveled through time to save, is dead. With this great man’s death, the future has been altered by the evil god Castor.
Stiger has lost his purpose. For the first time in a great long while, no one needs saving and no one needs killing. Stiger is a man out of his time and worse a prisoner of the dwarves.
Cast adrift in a time not his own, Stiger believes his time as a leader of men is at an end. But the gods are not done with him yet. A terrible evil looms over the Vrell Valley like a grim shadow. Castor’s dark servants are hard at work. Despite being a man out of his time, Stiger is viewed as a threat to be eliminated, for a dread destiny has been stamped onto his line from the time of Karus.
The Horde is on the march, and the Thirteenth Legion is in Vrell without a legate. There is only one man who can lead the Lost–Stiger. This is the Tiger’s Time! The question is… can the damage done by Castor’s servants be repaired and will it be enough to change his destiny?
United Cherokee States of N’America: The Knower – Bob Finley
Conner Gray gradually realized as a child that he had a unique and unsolicited gift/curse/skill: he knew things. If he’s asked a question, any question, he knows the answer. And he’s always right. And he doesn’t know how he knows.
One day Conner, now a 26 year old professional proofreader, receives an article from the Center For Disease Control in which nine experts ask what they think is an academic question: “Is it possible that a virus could sweep the world so quickly that it would annihilate up to 90% of the human population, and if so, how soon could that happen?” The wording of the question triggered an involuntary response and he ‘knew’ the answer: yes! And he knew when: just 181 days after he reads the article. BUT the experts’ answer is “no”. He ‘knew’ they were wrong. But who would believe him instead of nine experts?
He called the only friend he could trust to believe him. Together they set out on a quest to survive the coming apocalypse. 177 days. And counting.
When the Gods Fell – Richard Paolinelli
Oracle Veritas of the House of Delphi has waited for over 65 million years to tell her story to the children of Olympus. Now, in the year 2041, the first humans from Earth have stepped onto the surface of Mars. But instead of a barren world littered with long-dead probes and rovers, the crew of the Seeker will encounter Oracle and hear of a world that was once covered in seas and lakes, icecaps and deserts, plains and forests. When it was a world called Olympus, inhabited by the race of advanced immortals that called the planet home.
How Lord Zeus, head of the ruling family of Caste Olympus, was ruler of the world. But other Castes chaff under the Olympian rule. Lord Odin, of Caste Norse, and Lord Anu, of Caste Paga, have set their eyes upon the throne of Olympus. Even as the jubilee celebration of Zeus’ rule draws near, Odin and Anu recruit the leaders of the other Castes – Dine, Asiac, Afrikans and Hindi – to their cause against the mighty Zeus.
Only Caste Zion, led by Lord Yahweh, remains loyal to the throne. A loyalty proven two centuries before when Yahweh exiled his own son, Lucifer, after a failed coup attempt. But Lucifer’s treachery will not die. He waits for the rebellious Castes to strike against his father and set him free from his prison on Gaia, the third planet in Olympus’ solar system.
As the plotters move against the throne, Zeus sees the extinction of all life on Olympus as the only possible result of the looming civil war. He is left with only one terrible solution. Zeus turns to the only person he can trust to carry out his last order as ruler of Olympus.
New Release Roundup, 28 July 2018: Fantasy and Adventure published first on https://medium.com/@ReloadedPCGames
1 note · View note