To Zackary Ryan,

 

the source of all innocence and wonder...

 

 

 

 

 

 

 

 

And to the fine folks at TSR, Industries...

 

 

 

this book is humbly dedicated

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

A NOTE FROM THE AUTHOR...

 

A cast description. If you familiar with the worlds of ‘sword & sorcery’, then you might want to ignore this section. However, even if you are familiar with this type of entertainment, characters often have their own uniqueness in different forms of fantasy, so then the following information could be useful.

 

The players:

 

Fighters, knights, warriors, and the like: This type of men’s (and women’s) profession is earned by the might of their sword arms, or fighting prowess. Think of ‘The Three Musketeers’, or the famed Knights of the Round Table as knights or warriors. 

 

Paladins: A specific type of holy fighter; after they prove themselves worthy, he or she can become essentially a warrior priest. These types of warriors are very rare due to the intense demands set upon them by their gods they worship (or their own inner codes) ... They suffer the same fate as a priest if they fail in their faith. Lancelot from the legendary tales of King Arthur & Camelot could be a paladin: pure of spirit, but doomed to love his queen Guenivere; and the inevitable fall from grace that happened as a result of that betrayal & tragic love affair.. 

 

Rangers: These are fighters that specialize in the rigors of the outdoors, certain knowledge of woodland creatures, stalking or tracking, etc. (Think of America’s special forces military as a type of modern-day rangers, due to their tracking and camouflage techniques...)

 

Bards: Throughout Celtic (Irish/Scottish) lore there have always been those storytellers that sweep a magical yarn about the tale of a fantastic warrior and his adventures. Some of these people have a very interesting past. Adventuring bards first create a career for themselves as a decent warrior, then they enter an unusual stage where they train and adventure as a thief (Robert E. Howard’s Conan did this as well...). Then they semi-retire to study the demanding studies of a druid (see priests). Only through song and music do they call upon that source of magic.

(Note: In other versions of fantasy, bards study magic like a wizard, but the essence is the same. Through song and music do they cast their versions of the spells...)

 

Monks: Philosophers, warriors, and priests all wrapped up in one. Through intensive study of the mind and the body, they become the most passive of creatures... and the most deadly. They specialize in not only hand-to-hand combat, but weapons training as well. They often go out in the world, to spread the knowledge and goodness that they have learned, hoping to change the world for the better. Often non-judgmental, they then lead by example. (Think of the TV series Kung Fu, and instead of setting it in the old west, place it in the realm of sword & sorcery!)

 

Scouts: Part Ranger, and part thief (see below) they are people who scout out the land or situations before them. Often not entering combat until after the initial fights have broken out (like thieves), they are specialized in fighting enough to more than adequately take care of themselves. Scouts usually are chosen for their quickness, or for their immense sources of internal energy (they often run for hours or days at a time, catnapping when convenient)!

Thieves, cutthroats, etc.: These rascals are usually criminal types, who often earn their living by stealing, picking locks, ‘knifing people in the back’, spying, etc. (Note: Professional Assassins are somewhat categorized with this bunch, but only loosely. For those rogues, they train like thieves... but mostly, killing is a profession all of it’s own.)

 

Clerics & Druids: These fantasy priests are chosen individuals of a certain faith or denomination (religion). They pray to their gods (or forces of nature), and are granted special powers or spells. These types of abilities are directly granted from their gods or attendants, and can be taken away if that priest strays from their chosen path... (Note: See also Paladins...)

 

Magicians, sorcerers, illusionists, necromancers, wizards, etc.: Think of the legendary Merlin (again, the tales of King Authur) as an example of a magician or wizard. This type of adventurer class specializes in arcane spells that are learned through intensive study and meditation. They are usually the most intelligent of adventurers or villains, and often have extremely huge egos!

 

Sages: These are advisors, philosophers, or teachers. Usually they are non-adventuring older priests or magicians, pursuing the study of knowledge. They are vast sources of information.

 

Sometimes you will see those people who might have cross-trained from one group to another, or they are multi-classed, learning two or three professions at the same time.

 

The pure source of information for this entire setting is from the 1st Edition of the Advanced Dungeons & Dragon’s game by TSR. I have used these rulebooks for reference materials, but may have strayed somewhat for my own settings. For the aspects of dealing with Talanon and his background specifically, I used the Oriental Nations rulebook. Again, you might find some discrepancies between the actual 1st Edition rulebooks, and this final product.

 

Now on to the separate individual races involved in fantasy. You may find a few types of races in this novel that may not fall directly under the categories depicted below:

 

Humans: Most adventuring humans are special. Not content with living a life of farming, smithing, tailoring, or whatever, they have discovered within themselves a certain talent. And they use that ability to find adventure in a land that’s often inhospitable.

 

Elves: These flighty, frolicy people care only for dancing under the moon, enjoying life one day at a time, & living completely care-free lives. Those that go adventuring often do not remain so, inevitably falling back unto themselves at a later time. Some elves, however, were irreparably damaged by war, conquest, and the like, and have become a warrior race. Often the elves have the very best archers, and their hand-to-hand combat is exemplary due to their uncanny speed and reflexes. But as a race, they are often not very physical. They live roughly ten times longer than humans, or most other people, and this often distances them. It’s hard to see people you know of as friends or colleagues aging and dying. Therefore, the elves tend to stick to themselves after this may have happened. Physically, they stand close to five feet tall with the females usually being smaller. They normally are of slight frame, and sinewy muscle mass. They have long, almond shaped eyes that can see well into the infrared range, and have long, tapered ears that can hear extremely well. Light complected, they can grow no hair on their faces (except for just the hint of eyelashes and eyebrows). This gives them quite the exotic look. Their voices are usually very high - when they speak in their native tongue, it often sounds like wind chimes and musical notes. The elves are sought after for their talent as craftsmen. They have a type of armor that is very lightweight, but just as strong as the heavier types worn by most other people (it’s thought that the elves often work hand in hand with the dwarves for this, and their weapons)!

 

Dwarves: These people (made famous by the Tolkein stories) are usually miners or smith workers, having an inner love and care for rock and ore. Physically they grow no more than four feet tall, and are usually quite stocky and strong. They have long beards (the females usually have cheek hair!), and can see well into the infrared spectrum due to living underground or living at night. Their love for ale is legendary, as are their tempers. They are long-lived beings, and are often thought of as everyone’s grandparent, even by themselves (they can live up to six times longer than humans). In battle, they prefer short swords and axes. And they are renowned for their weapons crafting, and armor making.

 

Halflings: One of the most pestering of all known races, they resemble humans, but are only half as tall. That, along with the exceptions of their large feet (usually covered with lots of hair- again, from the tales of J.R.R. Tolkein), these creatures live fairly short lives (around seventy is long-lived for them), and are insatiably curious. They often make their chosen careers as thieves, spies, and scouts. Thus, they are usually distrusted by most of the known races for their light-fingeredness! They can see a little in the infra-red spectrum (from living underground, or in the darkness of giant trees), and their small, pointed ears can hear nearly as well as the elves. They usually have incorrigible appetites, and a fairly good-sized paunch often recognizes this.

 

The Land of Erin-Tal:

 

            With the exception of a few areas of civilization, this land is usually inhospitable, and very dangerous. That is often the source of adventures. In the direct past (400 years ago or more), there was a terrible devastation that reshaped the entire world, not to mention the continent of Erin-Tal. There are some areas now above ground that centuries before were the ocean bottom, and likewise, areas that were thriving metropolises are now undersea ruins. Some areas reverted to pre-historic times, where others excelled in knowledge. Plus, there are areas that are the remains of older technologies. Still others have a permanent null-magic area that ruins all types of magical items (wizards included! Although extensive studies have yet to be made on the exact nature or extent of the damage for sorcerers that remain in the null areas!).

 

            A note to readers: In this novel, you will find references to the various areas of our own world when referring to different races among humans. This is inevitable. Rather than forcing new concepts down your throats (this race is blah, blah, blah, and that type of people is this and that), it is far easier for me to say that the Egyptian peoples live in this area, the Celtic peoples live here, the Greek or Roman people live here, and so on.

            Also, there is the introduction of the Oriental Nations into Erin-Tal. And rather than specifically defining the Chinese, Japanese, Philippines, Koreans, or any other Asian races, I decided to merge the basic concepts of the more well known ones into a central race. Now, with further adventures set for later, you will find that one area of that continent leans heavily towards the Japanese lifestyles, where another may lean towards the Chinese legends, and so on.

            If I have offended anyone or a group of people by doing this, by all means, please accept my sincerest apologies. This was not my intention to do so. In this novel, I’m attempting to introduce many different aspects, at least on the surface. Therefore, I’m drawing on a lot of different references, from Native & Central American, European, Egyptian... (the list goes on & on...).

            One more small point I would like to make. As with most works of fantasy, the gods often play a role to be respected, even if it is rather minor. For the same reasons I made references to known human races, so have I made references to known ‘heretic’ gods that are a part of our own histories. I did this rather than introduce whole new types of deities, and having to bring you, dear reader, into this world kicking and screaming. I’m hoping this will help you adapt a little more quickly to my specific realm! And no, in my humble opinion, by merely mentioning these ‘Gods’ in passing, I don’t feel that in any way whatsoever are you or I worshipping these beings of fantasy.

 

            The characters in this book are not all of my own imagination! They were created using the Advanced Dungeons & Dragons game, and a few of the ‘flashback’ sequences are drawn from the adventures that these guys listed below have really played. For those of you who haven’t yet played the ‘AD&D’ game, you are surely missing out on the best that role-playing has to offer! I encourage each and every one of you to investigate your local book or hobby stores, and inquire if any game groups are interested in having new members. Most usually are. In fact, the groups that I have ‘adventured’ in have spent many a day merely laughing at the numerous and quite hysterical moments that we found ourselves in, or in a moment that turned merry by the various personalities of the people I played with! If I could take a moment to thank these people it would make me a happy man indeed!

            To Ken Moffett, who played Snakeeyes and Damien respectively... My best friend, through thick and thin, better or worse, my brother without sharing the same blood! The world hasn’t treated you right, buddy... at least not that often. You literally have suffered more than anyone else I ever knew. It’s a shame that people tend to judge someone just by the initial impression they get. I know that most people find you quiet and sometimes rather aloof. But boy, when you get to know them, do you open up! I wish that more people could see that side of you, bro! I wish we could have stayed closer. Let’s try and get together more often, chief!

            To Steve Richards, who primarily stuck with Todrick, and whose work forced him away from our crew... The Zen of our group: father, son, and emotion, all in one! Ever since you left, I feel we just grew older. Ironically, you were the oldest among us, yet the spirit of the child remained deep within you. God, do I miss you. The phone calls are not enough! Come back!

            To Adam Fugman, player of Cham, wherever you are, please contact me! Since I left the military six months after you did, I never could find you, my friend. Plus I have inadvertently lost your father’s address in Houston. At any rate, you were the reason I got back into the game. For the first time in my life, fantasy didn’t have to be weird, and if there was ever a modern-day Lancelot, it was you, mi amigo! I love you and please, oh please reach out to me!

            To Jill, who played an innocent thief that retired all to quickly from the game, your hilarious cartoon of the Giant Killer Poisonous Frog wakes me up laughing.... even now!!! I miss you, even though I talk to you every now and then. I hope you liked this work. It was your source of inspiration that made me who I am today! I learned the valuable lesson of creativity from our adversity. Call me, and give Zack a big hug!

            To Zack, my son, who’s just now entering the world of fantasy... You can never read too much! I wanted to make you so proud, because circumstances seem to have kept us apart. I’d like you to remember this always... The mysteries of the mind are as limitless as the universe, and as scary! Apply yourself. It’s been said ‘the sky’s the limit!’ Maybe so... But I look at the sky as the beginning, and nowhere near the end! I love you. And I miss you terribly.

            I look forward to any feedback from any who have read this work of art. Please contact me at the address of this publisher. Thank you, and God Bless!