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Shero

Shero is a world without definition--something, I believe, a world should be.  One cannot define the myriad diversity of peoples, cultures, and histories of any world--be it real or fictious.  Not properly or to the extent that would make it as vibrant as the 'real' world, at any rate.  Shero is an extention of my own inner self.  It is a land full of mysteries and histories that could, and, by their own right, would, keep me busy and full of writing material for a lifetime.    The setting is the key to a proper novel, and with Shero I bring the setting to life.  True, some shun 'world-building', as it is called, but I choose rather to embrace this technique.  For, without a backdrop, the characters in a novel cannot act out their roles properly.  Here I will detail as much as I can of this world which is still so foreign and mysterious even to its creator--or, perhaps, the only one in this particular world who has the mental insight and ability to recognize it.

 
 
A Map of Shero
    Here is my, however feeble, attempt at mapping out Shero.  I've found that, while useful in and of itself, an undefined landscape is much harder to work with than one which is static.  There is also a need to convey the proper view of the world to others, as telepathy is a generally unused form of communication between peoples and is one I've not had the chance to hone.  Shero's incorporation into the roleplaying of Golgima also has been a determining factor in bringing about a worldmap.  So, here I present the culmination of my thought in an ongoing work.  I continually develop this view as needed, and input what is needed as it is needed.  Updates are unplanned, though notification of them shall be made when appropriate.

Of the Six Cataclysms
    Shero has been a world in constant conflict.  Since its conception, a foreign power has sought to enslave its peoples and magics into its own.  In the beginning, before the disappearance of the Aeorn, there was prophecised Six Cataclysms.  Here is the still-going work of the Six Cataclysms, as I have not yet completed my detailing of the Third, Fourth, Fifth, and the Sixth Cataclysms--the latter of which is being played out as I type.  This work, too, shall be in a state of semi-constnat flux as I add to it and further flesh out the histories contained within.

The History of Spur Kerax
    Of all the figures displayed in my works of Shero, the Kerax line has been the most prominent--in particular, the one known as Spur.  Spur represents an extension of my self, and is, for all intents, something of what I would like to be.  His life is a tragic one, though, wracked with pain, strife, and an indeterminable destiny bound to the very world he has been set to protect.  This shall be updated as the need and the feeling to add to it arises, for I am still unsure of most of his history.

The Three Orbs of Kallduin
    The Three Orbs of Kallduin are an oft-heard of relic within Shero.  While most of the peoples of Shero,primarily in the Eastern Reach, consider these orbs to be nothing more than mere myth, those who lie in power know that the exact opposite is true.  The fate of a world lies within these three mysterious artifacts of a bygone era, as well as the culmination of a war-torn era and the emergence into one of peace and prosperity--or one of dark and grim terror.

The Races of Shero
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