Welcome to my library!
Imagine! One day this page will be full of books.
Right now, it's a bit empty.
But every day that passes, we get closer to changing that. Venture on, explorer!
Welcome to my library!
Imagine! One day this page will be full of books.
Right now, it's a bit empty.
But every day that passes, we get closer to changing that. Venture on, explorer!
In a world where walls tell the future, islands flee from explorers, and unfulfilled promises outlive death, a storm of legends broods.
Born with magick and a love for music in a world without imagination, the only place for fourteen-year-old Carmen is in the Cutthroat's Chess, a devious system none have ever escaped. But when he flees from the storm inside himself into the storm raging across the world, he learns of a secret organization, an ominous sea captain, and a harper named Whispercry. As he sets off on a winding journey to prove himself to the only people who have the power to change his fate, he finds his happily-ever-after might not come so easy—for secrets and suspicion fester in every heart. And a traitor lurks among the Keepers of the Keys.
When everything he's ever wished for crumbles into the sea and everything else is put into danger by the mysterious Captain Stillwater, all Carmen wants is to protect his friends—but can he protect Whispercry from her own heart?
“Aequor has magick, just like us. Nobody knows where it comes from or where it goes, but it is there, and it is the root of everything.”
—Cinfara, Chapter Three
Aequor is a world of surprises and secrets. Cultures all over Aequor build on top of impossibly great structures belonging from a distant time. The sea is bottomless to the minds of many, and monsters lurk in its depths. And wandering over its surface is the Wandering Isle, a strange, nomadic island that has fascinated the imaginations of many, but avoided every explorer.
The main quirk of Aequor is its three suns. Lux and Luceat, blue and yellow, rise and set over the troubled seas. These two suns wax and wane at uneven speeds, creating intricate seasons, and, every five years, a day with no light at all, known as the New Suns. The third sun, however, has no record of ever rising. Yet, Malum, the dark sun, is a swear word and prophesy of doom in every culture.
The cultures and lands of Aequor vary drastically, from the rudimentary Virid, to the prosperous Ramanskii. Some notable countries and places include:
Carcer: A land with straight edges and no imagination, Carcer is ruled by the Moderators.
Cavea: Bordering Carcer, Cavea is the heart of the Cutthroat's Chess, where pawns of the Moderators are trained and broken.
Ramanskii: A glorious kingdom set on a spattering of islands, the people of Ramanskii prize knowledge above all else, even using it as a monetary currency.
The Great Bubble: As an underwater kingdom, the Bubble is inhabited by a race of merpeople named the wata.
Summit Citadel: A distant kingdom set in the Crags, the people there train draconic creatures in preparation for the trouble soon to come.
The Undersea: As the sea beneath the sea, this system of massive caverns connects the whole of Aequor and guards unfathomable secrets.
The Black Port: An abandoned port, haunted by spirits of its past, this eerie place is home to infamous Captain Stillwater and his secrets.
But the story begins with a storm, drawing its breath. This storm will excel the one that swept away the shore nine years ago. Perhaps it will sweep away Aequor forever.
Then the secrets it guards will never be found.