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The Matchlock Series
First and second installments

Matchless, Glassman, Ongoing.
AuthorR.R. Turock
CountryUnited States
LanguageEnglish
GenreScience fiction novels , Young Adult
Published2014-present
Media typeeBook

Matchlock Series was first published in spring of 2014. Matchlock is science fiction and self-published by author RR Turock. It told from three separate, third-person perspectives and focuses on events prior to a war, where a four-territory world clashes for dominance.


Plot

Series Overview

The story begins with the narrator, a woman coming across an elderly man. As it seems, he was paralyzed and not informed about the on goings of the outside world. The woman decides to tell him about the ensuing war from three perspectives to describe it holistically. The perspectives she chose are of woman, Gate, and two men, Rothiel and Spytko.


Gate's Perspective

Following a warrior named "Gate" who is on a mission to defeat the enemies of her master and benefactor. Her perspective takes place seven years after taking on the mission, and she has five enemies left.


Roth's Perspective

Following a young man who has been chasing after a legendary referred to as "Song", in the hopes of becoming the most powerful person in the world.


Tko's Perspective

Following the ruler, or proxy, of Krzynk as he official ascends the throne and decides to try to unite the different territories under one key proxy.


Books

Book 1: Matchless

Having come from a northing goods town known as Rihland, Gate is crossing through the White forest to another goods town, Przylbica. However, after discovering dead beavers beside the river, she meets a man named Ellemeih. After explaining where they are, Gate allows Ellemeih to join her. However, in Przylbica, there are complications and Gate finds herself traveling with Ellemeih to a cash city called Belbog. The trip to Belbog is more than Gate suspects, and she meets several individuals, Szklar and Wia, who join her the rest of the way. From the unusual activity and information provided by Wia, Gate learns there is a scheme unraveling.

Roth receives a letter from Song, once again putting off their meeting, infuriating him. He decides to go to meet the Proxy of Belbog, a seeming friend of Song's. There he learns of Song's plans and decides on what he must do.


Tko is facing his name day, as his two key advisors, an elderly judge named Ktorr and the Grinner Marshal Ladislaus, suggest he find a double, in case devious enemies decide to poison him, and he sees this as an opportunity to have an edge on the man known as Song.


Book 2: Glassman


Continuing to follow Gate after Vratislaus's attack on Belbog, she seeks to clear her name and leave to Jezietna to find Istota Drugis and "the gold haired, gold eyed woman" who knows a powerful secret. However, complications occur when Wia falls sick, and pirates attack.


Roth finishes his business in Krzynk and is sent to the south, where he is to over look the progress in the Iron Capital. Meeting the pirate Vratislaus the Geza a second time, and learning about Nieplcea's past, Roth must decide what path he must take.


Tko is faced with….


Book 3:

To be published in the late spring or early summer of 2015


List of Key Characters

The key points of view come from Gate, Rothiel "Roth" Krolmlodi, and Spytko "Tko" Melsztyn.

Gate

Introduced as one of the three main characters, Gate is known as a "Grinner", elite warriors who are trained by Krzynk. She considers herself a perfect Grinner, although she ran away from the Krzynk compound training her, as she remained loyal to her initial master, a fellow Grinner. However, after that Grinner sent her away, she became indebted to another master, "Sir Ktorr", assuming she is referring to Ktorr Kocha Muzk.

After volunteering to hunt his worst enemies, Gate separates from him, and although they correspond by letter, she decides to discontinue, afraid of endangering him. The plot of Matchless (Matchlock #1), picks up five-seven years afterwards, where Gate has five enemies left, corresponding with the number of matches in a matchbox.

Described as a lean, dark-hair, violet-eyed, with pale skin, Gate is considered half-northerner and half Geza, a common mix for Grinners. She carries a single-edges sword, sniper rifle, and a handgun. She refrains from speaking and prefers traveling on her own, although after meeting Ellemeih, she changes her mind.

In addition are characters who join her story;

Ellemeih

Described a broad-shouldered man with dark brown hair and pale blue eyes, he is said to look like a northern, but has a gentle southern twang. He is friendly, optimistic. He is the first to befriend and join Gate, convincing her to travel together. After selling a sword, he comes into a sum of much which is primarily cash, for which he has to travel to Belbog to collect. He has a spear, which he stores, falchion, which he sells, bolo sword, and a rapier, which keeps for its sentimental value.

Szklar Engenun

Also a Grinner, Szklar joins Gate after helping her with the rogue Grinners "The Bulls". He is taller, with southern brown hair and blue eyes. He was trained in south, although he shows a dislike for those working for Iron Capital, the capital city of the south. He is an imperfect Grinner, as he ran away from his training compound and has a deep distaste for Krzynk and perfect Grinners, his only exception being Gate. He largely uses modified chalikar, spinning, bladed rings. Although he does carry a dagger and a gun.

Rozma "Wia" Wiak

Wia is described as a beautiful, however cross woman with long, dark, choppy hair, the tips of which she has died blond, an excess of jewelry, and crystal blue eyes. The ideal image of a northerner, she comes from the north capital city, Aernost Capital, after being kidnapped by a group of Krzynk Grinners known as "The Panthers". Although the Panthers were initially sent to kidnap Wia's sister, a researcher, she was killed and they took Wia in the hopes she knew about her sister's research. However, the Panther's were killed by Vratislaus the Geza's Coastal Raiders and she was then held hostage by the leader of the camp, who used her to point of Grinners mentioned in her sister's research. Rescued, she joins Gate to Belbog in order to stop the nefarious plans of its Proxy.


Rothiel "Roth" Krolmlodi

Roth is the second perspective of the story, and is described to be friends with the narrator. He is known as the "Ears of the Garky", the proxy-type of Godon, Roth's home cash city. He notes that he was ready to destroy Krzynk the day he became the Ears of the Garky, as he planned to destroy the Garky and then prevent such a form of proxy from coming into to power again.

Although he is remarked as "The Ears Who Failed to Hear", the new proxy of Godon made him into a wealthy patron, to assist his plans, and giving him enough to purchase a powerful, ancient ship and crew. He earned the additional nicknames "He Who Tames Wild Things and Tumbles Mountains". However, after chasing after Song for months, many of his crew grew tired of the constant traveling and little accomplishment. After meeting with the proxy of Belbog, he makes a deal with Vratislaus the Geza, who calls him "Mountain Tumbler".

He has brown hair, green eyes, and regardless, considered a Northerner, since he comes from Godon, a northern cash city.

And the characters who are in his perspective;

Aruska

Known as the "Lady of the Ship", she a slim, elderly woman who assists Roth. Her position is unknown, but Roth considers her his adoptive aunt, counsel, and assistant, noting that destroy the Garky would take much longer without her assistance. Roth mentions that she did have a family, who all perished because of the Garky and she joins Roth in hopes of also prevent the Garky from ever reappearing and strengthening Godon.

Captain Dziecke

Having been trained in Krzynk, Dziecke is considered a superior captain, enough so to be put in charge of the powerful, advanced ship, The Hummingbird. However, after having lost his child to the Garky, he shows no loyalty to Krzynk.

Nieplcea

Brought aboard in Godon, she appears to be from the countryside, with little to no knowledge of the ship she boarded. After Roth questions her, she mentions that her friend allowed her aboard, a friend whom is unknown, by even Aruska, rising the elder's suspicion. After demonstrating her capabilities when she is confronted by one of Song's guests, the former Grinner Marshal, Roth protects her.

Song

Known by many nicknames, such as "Ruler of the World" or "He with No Enemies", many legends surround Song, some stating that he is over two hundred years old, and knows every proxy there is. Those Roth meet, such as the proxy of Belbog, who claims to have been Song's friend "before he became Song", the Lady of Iron, and the former Grinner Marshal, Boria Nvisivik, all mention Song's notorious habit of lying.


Spytko "Tko" Melzstyn

As the third perspective, Tko is the shortest of all parts of the story. He is the proxy of Krzynk, having just been made officially proxy in the first book, Matchless. He tends to be paranoid and curt, making quick judgment calls and has an assertive attitude toward other officials in Kryznk.

He is described as a lean individual, with long hair, a piece of which he cuffs with a silver cuff, and green eyes. He has a scar on his chest from being attacked by an imperfect Grinner in his service, which left him jaded with Grinners altogether. One which was once a part of his personal counsel.

And his fellow characters include;

Ladislaus Spronsni

Roth mentions that he looks rather young to be a Grinenr Marshal, however it is explained that he was raised from youth by Boria to be Grinner Marshal. It is assumed that he has only been the official Grinner Marshal for a few years, because he is often refered to as the "new Grinner Marshal". He is tall, with a grey streak in his hair, black hair. It often remarked that he is crueler than the former Grinner Marshal, Boria Nvisivik.

Ktorr

He is a southerner who lived and owned two ranches in the North. According to rumor, one ranch was burned and the other was raided. Nieplcea believe he is now in Krzynk to gain power[1]. Also, he uses the insignia, "I Magna"m has a root like cane, and is one of the judges in the Krzynk court. He has a very informal relationship to the Tko, and often gives him advice.

Yosi Melsztyn

An illegal key maker, he looks like Spytko with glasses and shorter hair, and is rather surly, talkative, and inventive. However, he is pulled into acting as Spytko when they find it is necessary, after they agreed to fulfill his number of wishes and pardon him.

Vanguard or "BriarPatch"

She has tan-red hair, light tan skin with scars covering her face and body. She also was a product of the de-feminzation project[2]. Although an imperfect Grinner, she agreed to serve the Grinner Marshal Ladislaus. Later, she was called to serve the proxy of Krzynk, under Ladislaus's command, protecting and serving Tko. Unlike other Grinners, she has a sense of humor and tends to give her opinion, even when not asked.


Other Characters

Gratis the Geza

Remarked as a legendary figure, he was a Geza pirate captain that started and led the Five Year War, Geza v. Krzynk. He was reknown for his fearlessness and how his children were likely to follow in his footsteps, one day ruling the world. He had a friendship with the Proxy of Three of Belbog, who assisted him in the war. However, the siege on Krzynk took too long and eventually, Gratis ran out of morale and had to return to the mainland. It is uncertain why, but he returned to Belbog rather than Geza, retrieving his family, where they were all trapped by Urodoleus Gannij and destroyed. He was married to his betrothed Geza wife who died at Vratislaus's childbirth. He then married to Necktie the Grinner, which gave him two daughters and two sons, and whom he returned to the cash city for.

Vratislaus the Geza

Son of Gratis the Geza, Vratislaus lived up to his father's name. Unlike his father, rather than partnering with the Three, he made a deal with Iron Capital, receiving weapons from them. Vratislaus is described as well built, with the gold hair and deep red skin. His hair is braided with trinkets and beads and skin tattooed with white symbols. He wears a loose, open vest with two sabers strapped to his right and a gun to his left, making him ambidextrous.

The Proxy of Three, or also referred to as just "The Three"

Renowned, The Three were once the proxy of Belbog, "City of Warriors". However, in recent years they were removed by Krzynk and replaced by Urodoleus Gannij, and not heard of again. They had a friendship with the once infamous Gratis the Geza, and participated in the Five Year War, Geza v. Krzynk, although they lost in the end.


Places

The Matchlock world is broken into four key groups of people:

Northerners

Are the group classified as anything north of Geza and the Krzynk Islands. They are known for their strong sense of independence and for having the least population, even though they are very industrious and what cities there are, usually prosper if not interfered with.

Eating hearty foods, the northerners often are separated by their dark hair. Much of the north is populated by small, undefined villages and ranches.


Southerners

Any place south of Geza and the Krzynk Islands, southerners are seen as extremely populace and hard working. Having mines for their excessive goods, the southerners are untied by their desire to break off completely from Krzynk's central control.

Distinguished by their brown hair and what the other groups call an accent, the southerners have a monotheist religious order.


Geza

A private people, the Geza have severed their relations with Krzynk completely (where the north and south pay tributes, the Geza do not) and are territorial. Disliking anyone not Geza, the people pride themselves on their famous pirates such as Gratis and Vratislaus, whom they consider noble heroes.

A society who worships and uses fire, there is little other known about the Geza belief systems or ways.


Krzynk

Consisting of four islands, Krzynk is the smallest and yet most powerful of the people, having the strongest army and most solidified hierarchy. As their army consists of anyone they find, they have the largest and most properly trained army, although the North has the only comparable force.

The Grinner Marshal is largely financed by the proxy of Krzynk, and thus the capital makes use of the Grinners liberally, also illustrating its powers.


Terminology

Proxy

Definition: the ruling authority of any settlement, town, city, or capital. Although villages and camps simply have chiefs and leaders

Notes: A proxy can refer to single person(i.e. Berrigani), a group(i.e. The Proxy of Three), or a system(i.e. The Garky)


Grinner/Atzan Warrior

Definition: Warriors initially trained by Krzynk

Notes: There are two types of Grinners; imperfectly and perfectly trained Grinners (often shortened to "perfect" or "imperfect") "Perfect" Grinners have their masters chosen for them and have no choice, while "Imperfect" Grinners (or "free") usually sell their services, and call those they work for "employers" rather than "masters". Grinners also have in insignia if they come in pairs of two or more. (i.e. "Panthers", "Bulls", or "Raccoons") The proper name for the Grinners is the Atzan warrior. And the Grinner system is overlooked and commanded by the "Grinner Marshal", although Grinners simply refer to him as "Marshal".


Chana

Definition: An alcoholic beverage

Notes: a general name for a usually purple-red alcoholic beverage, although it can come in an array of colors


Passport Key

Definition: a small, circular orb with a string attachment that can be used to identify a person, registering them in the public Records

Notes: Different keys can be used for multiple tasks, such as unlocking, hacking, time-telling, maps, and many others. They are made by smiths called "Key Makers". To be a legal key maker, the person must have a license from Krzynk, however, they are then required to obey laws, so many go to illegal key makers instead.


Cash Cities

Definition: cities that use cash as currency

Notes: Usually coastal cities, they often start as a lucky goods town.


Goods Towns

Definition: where "goods" are the currency, and is the most basic form of towns, usually from two or more villages

Notes: They are more recently discovered cores. Initially start as villages. They are shown support when people from Krzynk help build a protective wall


Gem Cities

Definition: rare cities that flourished at the finding of rare gems, minerals, or ores in their region.

Notes: There are two, although Iron Capital was considered once a Gem City.


Capital Cities

Definition: very large cities that they use credits as currency

Notes: cash cities who have grown so large, they are considered an extremely powerful entity that can influence the proxies nearby, have a full fledged army, make up rules, and ask for tribute.


References

https://www.smashwords.com/books/view/443086

http://rrturock.blogspot.com/p/matchless-book-series.html

https://www.facebook.com/pages/The-Matchlock-Series/294906973989646


https://www.smashwords.com/books/view/443086

http://rrturock.blogspot.com/p/matchless-book-series.html https://www.facebook.com/pages/The-Matchlock-Series/294906973989646

  1. ^ Turock, RR (May 29, 2014). Matchless. ISBN 9781311810465.
  2. ^ Turock, RR (May 29, 2014). Matchless (Smashwords ed.). RR Turock. ISBN 9781311810465.