Say what you will of my work, it's often a dark and winding road with no hand to guide you. Things seem to be without purpose and nihilistic in every sense of the word. I've never denied that, and at times embraced it. However, at the same time I tell you to look deeper. To find more than what I've given you on the surface. I'm not a flat writer. I write everything with intent and purpose. There is nothing completely black in my heart, and therefore nothing completely black in my writing.
I live in a world of grey. Nothing is definitive, nothing is certain. At times it is maddening, however, it is this life that has helped me develop a taste for humanity. Humnaity in all its forms. The good and the bad. You could say I'm dark and unrelenting in my pessimistic views that I care nothing for the good, and joy in life. But, you would be wrong. While I view so many things with disdain I also see thigns worth saving.
Humans are not good with virtues. We're selfish, greedy, backstabbing creatures. Compassion fits us awkwardly and even then we'll calculate how to benefit from it. Honesty is something we know nothing of.
There's no truth to us except we're corrupted. However, despite all this, despite our flaws there are times when we shine past all the grime and ash that covers our virtues. Somehow, sometimes we rise past what we are and become something more.
The Saga of Eurwa
Tuesday, May 3, 2011
Tuesday, April 19, 2011
Life, God, the Universe
It's become a habit of late to simply sit here and stare blankly at my screen. I'll admit the novel isn't going as well as I had hope, I suppose my current mental state does a lot of damage to my progress. Not sure even where this post is going, but life is going somewhere and nowhere all at once. No one is reading this, so I doubt it matters. Fuck this shit. I'm worn out, but I'll keep writing, even if it kills me. Welcome to life, praise God, or whatever, mayber the universe...
Wednesday, April 13, 2011
A Brief Look
It is said that out of all human follies, a sense of justice and righteousness is the worst. As if humans were the one and only arbiters of the world. As if humans were unbiased in filling their pockets with gold, and washing their hands in their own blood. Only to ever wonder why the stains do not fade. Indeed, wondering why they grow darker the more they wash. The sense of justice, the sense of righteousness, within humans is a dangerous seed. For the moment that that seed take root, the moment the vines of justice begin to creep through the earth of the soul, beware. Nothing can stand against humans deluded with…purpose. Not even gods.
Here lies a tale of a place long forgotten. And as the pages creak with every turning you will find that this tale is , in itself, an arbitration of sorts. A judgement on all that has passed. Reader, know that this is not a tale of heroes and great deeds. It is a tale of humans. And such tales are never the lofty things we imagine them to be. Tales involving humans are never simple, never neat, and never pure. They are corrupted to the core, and while that may indeed turn some aside, for few like the truth. Let is embolden you, let it give you strength knowing that while the truth is indeed a curse, it may also be a blessing. In the tales of gods and men, the truth is the last thing revealed.
Reader, behind these pages lies the Saga of Eurwa, in all its vain corrupted glory. May you find a glimmer of hope, and a nugget of truth.
(The start of chapter one)
Here lies a tale of a place long forgotten. And as the pages creak with every turning you will find that this tale is , in itself, an arbitration of sorts. A judgement on all that has passed. Reader, know that this is not a tale of heroes and great deeds. It is a tale of humans. And such tales are never the lofty things we imagine them to be. Tales involving humans are never simple, never neat, and never pure. They are corrupted to the core, and while that may indeed turn some aside, for few like the truth. Let is embolden you, let it give you strength knowing that while the truth is indeed a curse, it may also be a blessing. In the tales of gods and men, the truth is the last thing revealed.
Reader, behind these pages lies the Saga of Eurwa, in all its vain corrupted glory. May you find a glimmer of hope, and a nugget of truth.
(The start of chapter one)
Tuesday, April 5, 2011
Cover Art Contest
I am holding a cover art contest for my current work in progress, The Saga of Euwa: All That Lies Bare
The contest rules are simple you must email me a 9x6 (inches) picture depicting a sword in a wasteland. Whatevere else is, or isn't in the picture is solely up to you. However, YOU MUST have a sword in a wasteland. Anything not meeting these requirements will not be considered for judging. Secondly the cover art must be your own work, whether you hand draw it or use computer imaging is up to you. I would prefer something designed on the computer, but I am aware that this is not always possible.
I will be offering cash prizes to the the top three entires at which point I will contact you. Such contact of course will require me to gather a mail address from you, so, if you are unwilling to devulge that information please do not enter.
One further note, you must include the title of my novel, and my name on the cover art, as if it were an actual novel cover.
Requirements:
1. Picture must be 9x6 inches maximum
2. Must depict a sword in a wasteland
3. Must include title (The Saga of Eurwa: All That Lies Bare) and Author's name: Tyler P. Kent
Deadline is May 25, 2011
Prizes are as follows:
1st: $100
2nd: $50
3rd: $25
You may submit entries to tytex200@hotmail.com
The contest rules are simple you must email me a 9x6 (inches) picture depicting a sword in a wasteland. Whatevere else is, or isn't in the picture is solely up to you. However, YOU MUST have a sword in a wasteland. Anything not meeting these requirements will not be considered for judging. Secondly the cover art must be your own work, whether you hand draw it or use computer imaging is up to you. I would prefer something designed on the computer, but I am aware that this is not always possible.
I will be offering cash prizes to the the top three entires at which point I will contact you. Such contact of course will require me to gather a mail address from you, so, if you are unwilling to devulge that information please do not enter.
One further note, you must include the title of my novel, and my name on the cover art, as if it were an actual novel cover.
Requirements:
1. Picture must be 9x6 inches maximum
2. Must depict a sword in a wasteland
3. Must include title (The Saga of Eurwa: All That Lies Bare) and Author's name: Tyler P. Kent
Deadline is May 25, 2011
Prizes are as follows:
1st: $100
2nd: $50
3rd: $25
You may submit entries to tytex200@hotmail.com
Sunday, April 3, 2011
Eurwa: Magic
I've always been someone who loved the idea of magic. Of course I've always questioned some of the limits on magic. You know, the whole counter measure to magic. Mainly it takes a toll on the body, so that magi are not overpowered. I never liked that idea. So I developed my own system, naturally. My magi are limitless in the power they can weild, physicalities are no barrier, however, there is a system to manage the checks and balances.
1. The magi must have the ability to concentrate to weild his power. The more powerful the spell the more concentration needed. Simple, and effective.
2. Glyphs. Glyphs are magic negating symbols. The twist here is that only certain glyphs negate certain types of magic, also if there's a glyph already in contact with a person, another glyph will be less effective. The more glyphs the weaker the protection of all the glyphs. Of course there is an All Glyph, and yes it protects from all magic, however, it's been lost to time.
3. Magic is RARE. By rare I mean You may have 100 magi in a city of 100,000 people.
4. Magic users live longer. Believe it or not this helps magic from dying out. And I'm talking maybe an extra hundred years, nothing overly long.
So, the Schools of Magic (areas) are as follows:
Elemental: The name is self explanitory. This is the easiest form of magic to weild, yet it can be some of the most devestating. Areas of study include:
Ice
Fire
Light
Dark
Earth
Wind
Lightining
Water
Shadow
Spirit: The spirit school is something of a mixed bag. Depending on your area of study, depends on the difficulty. Spirit Magi are often used as Warders (they cast wards) because spirit wards are some of the best. However Spirit Magic also includes summoning creatures from other realms, raising the dead and healing. Therefore areas of study include:
Warding
Necromancey
Healing
Summoning
Abstraction: Abstraction is tricky to describe because it involves a mixture of Elemental and Spirit Magics. Abstract Magi are some of the most powerful magi out there. They often rely on illusions and penetrating the mental defenses of oppenents. Since the mind of a person is so complicated it's hard to control them, or make them believe what they wish them to believe. Aside from illusions of deceit Abstraction Magi can be devestating in unleashing raw power. It's more subtle than Elemental magic in the fact that it's often seen as shapes and geometrics, not the actual physcial element. Areas of study:
Illusion
Warding
Mental Assults
The Chaotics (Abstraction name for offensive capabilities)
Death: The term Death Magic is misleading. It implies summoning or raising the dead, when in fact Death Magic involves blood rituals to control individuals. It also involves several summoning rituals, along with catastrophic offensive capabilities, all fueled on the blood of the Magi him/herself or those bound to him called Givers. Givers are often enslaved individuals through Death Magic. Because of Givers, Death Magi are notorious to battle, because their Givers will sacrifice themselves powering wards or offensive spells to unimaginable levels. It is also rumoured that Death Magi have rituals to extend their lives almost infinitely.
1. The magi must have the ability to concentrate to weild his power. The more powerful the spell the more concentration needed. Simple, and effective.
2. Glyphs. Glyphs are magic negating symbols. The twist here is that only certain glyphs negate certain types of magic, also if there's a glyph already in contact with a person, another glyph will be less effective. The more glyphs the weaker the protection of all the glyphs. Of course there is an All Glyph, and yes it protects from all magic, however, it's been lost to time.
3. Magic is RARE. By rare I mean You may have 100 magi in a city of 100,000 people.
4. Magic users live longer. Believe it or not this helps magic from dying out. And I'm talking maybe an extra hundred years, nothing overly long.
So, the Schools of Magic (areas) are as follows:
Elemental: The name is self explanitory. This is the easiest form of magic to weild, yet it can be some of the most devestating. Areas of study include:
Ice
Fire
Light
Dark
Earth
Wind
Lightining
Water
Shadow
Spirit: The spirit school is something of a mixed bag. Depending on your area of study, depends on the difficulty. Spirit Magi are often used as Warders (they cast wards) because spirit wards are some of the best. However Spirit Magic also includes summoning creatures from other realms, raising the dead and healing. Therefore areas of study include:
Warding
Necromancey
Healing
Summoning
Abstraction: Abstraction is tricky to describe because it involves a mixture of Elemental and Spirit Magics. Abstract Magi are some of the most powerful magi out there. They often rely on illusions and penetrating the mental defenses of oppenents. Since the mind of a person is so complicated it's hard to control them, or make them believe what they wish them to believe. Aside from illusions of deceit Abstraction Magi can be devestating in unleashing raw power. It's more subtle than Elemental magic in the fact that it's often seen as shapes and geometrics, not the actual physcial element. Areas of study:
Illusion
Warding
Mental Assults
The Chaotics (Abstraction name for offensive capabilities)
Death: The term Death Magic is misleading. It implies summoning or raising the dead, when in fact Death Magic involves blood rituals to control individuals. It also involves several summoning rituals, along with catastrophic offensive capabilities, all fueled on the blood of the Magi him/herself or those bound to him called Givers. Givers are often enslaved individuals through Death Magic. Because of Givers, Death Magi are notorious to battle, because their Givers will sacrifice themselves powering wards or offensive spells to unimaginable levels. It is also rumoured that Death Magi have rituals to extend their lives almost infinitely.
Wednesday, March 23, 2011
Discussing Tragedy
For those of you who do not know anything about me please be advised I am not one for happy endings. In fact I am not one for happiness in general when it comes to writing. The reason is quite simple. Life doesn't work that way. Yes there are moments of joy that we should all learn to cherish and value, however, in my experience, these moments are few and far between. More often than not the world is plagued with tragedy. An untimely death, a pointless war over untangible ends, lies and deceit, and whatever the human mind may dream in its delluded dreams of righteousness and self serving means. This is the world I try to capture with my words. It is not the most heartening of reads, and yet it poses you the challenge to think for yourself, to wonder at life and the world we live in.
Monday, March 21, 2011
Explaining Eurwa
I know I've told people that I'll be updating weekly, but that may or may not be true. I may try for daily updates or at least post something. Mind you I don't know if I can promise anything great from such a scheduel. Of course as the introduction said this isn't going to have the entire book on it. It's hard to decide what to tell my small audience and what not to tell, simply because I don't want to give away the story or any of the later developments. I think I know where to start though.
If you're wondering how to pronounce Eurwa it's pronounced Ee-yur-wah. Now, I'm aware that isn't the easiest thing to say, but I could have made it something worse. I still can't pronounce a lot of Tolkien's Elvish or Dwarfish. So if we compare to that, Eurwa is a piece of cake. Now someone requested a back story, and I'm going to have to deny that request because the back story, at least bits and pieces are going to be revealed throughout my story. I will give you some other details though, mainly geographical and cultural.
Eurwa is roughly 1100 leagues from east to west. Running north to south it measures 750-800 leagues. Large portions of the northern latitudes of Eurwa are sparse grasslands, tundra and ice fields. This area is known as the Northern Wastes. Of course the name is somewhat misleading because the "wastes" mostly refer to the tundra and ice fields. In fact Ansurim and Cirion are technically in this area, though their political borders do not extend very far into the tundra. As you move south the climate becomes almost tropical, much like Florida. Much of the continent is covered in a large grassland which has led several nations to rely heavily on horse warriors instead of regular infantry. Strangely Rôit, which lies in the central plain, never developed such a dependence, prefering to use heavy infantry with tower shields.
Euwa has several mountain ranges running through the continent. As you travel further east the land becomes increasingly rugged, and eventually you will reach the Damaskus mountains. On the western coast you will find the Ring Mountains. The mountain range is a peculiar thing as it encircles the much of the peninsula it is on, forming a ring. Of course the range does extend outward, north to south, but unlike the Damaskus Mountains it does not span the entire continent's length. The last mountain range of note is the Werelite mountains. These mountains have had tales of strange lights appearing near them and are rumoured to contain Linvesti ruins inside the various caverns that dot the range. The range runs west to east and on the southern edge of Frelenda and the northern edge of Redina.
If you're wondering how to pronounce Eurwa it's pronounced Ee-yur-wah. Now, I'm aware that isn't the easiest thing to say, but I could have made it something worse. I still can't pronounce a lot of Tolkien's Elvish or Dwarfish. So if we compare to that, Eurwa is a piece of cake. Now someone requested a back story, and I'm going to have to deny that request because the back story, at least bits and pieces are going to be revealed throughout my story. I will give you some other details though, mainly geographical and cultural.
Eurwa is roughly 1100 leagues from east to west. Running north to south it measures 750-800 leagues. Large portions of the northern latitudes of Eurwa are sparse grasslands, tundra and ice fields. This area is known as the Northern Wastes. Of course the name is somewhat misleading because the "wastes" mostly refer to the tundra and ice fields. In fact Ansurim and Cirion are technically in this area, though their political borders do not extend very far into the tundra. As you move south the climate becomes almost tropical, much like Florida. Much of the continent is covered in a large grassland which has led several nations to rely heavily on horse warriors instead of regular infantry. Strangely Rôit, which lies in the central plain, never developed such a dependence, prefering to use heavy infantry with tower shields.
Euwa has several mountain ranges running through the continent. As you travel further east the land becomes increasingly rugged, and eventually you will reach the Damaskus mountains. On the western coast you will find the Ring Mountains. The mountain range is a peculiar thing as it encircles the much of the peninsula it is on, forming a ring. Of course the range does extend outward, north to south, but unlike the Damaskus Mountains it does not span the entire continent's length. The last mountain range of note is the Werelite mountains. These mountains have had tales of strange lights appearing near them and are rumoured to contain Linvesti ruins inside the various caverns that dot the range. The range runs west to east and on the southern edge of Frelenda and the northern edge of Redina.
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