Monday, June 1, 2015

HoC Bk1 SKS: Student Badges

SKS Student Badges

Each student is given a colorless chimera holo-badge when they come to school. With a suit symbol that appears above it.















The suit (Heart, Diamond, Club, or Spade) is based off of the student's inherited dominant suit.

Each head of the Chimera stands for 4 years of school:

Double-horned Ram:
K-3rd
Sabertoothed Lion:
4th-8th
King Cobra:
9-12th + Honor Project

As the student completes their years, the heads will gain color.

Once a student completes all 12 years, the badges' white wings will turn rainbow, symbolizing the students are full of promise:
















Honors Project:
Students are required to work for a year on their Honors Project. This project has to be the students best work and of their own design. The student will be graded on their presentation, the projects performance, and how well their project can help benefit magical life.
Visiting monarchs, the current principal, and people in high positions will be there (consider it a job fair). If the student passes their Honors Project, their suit symbol will gain a gold stamp and they will be hired on the spot. If not, they will have to go job hunting.
































Alumni (Graduates):
Are required to return and teach one class that they specialize in.


Back to Starlight Key School



HoC Bk1 Places: Starlight Key School

Starlight Key School

School Logo:
School Motto:
"We are undefeatable when united in purpose." - Taps

School Mascot:
Chimera

Est. Apr 18, 1840

Founders:
Lacey Devine
Lana Devine
Teresa Accolade Persimmons (Taps)
Orson Devine
Emerson Devine

Principal:
Lana Devine (Current)

Teachers/Staff:
Kory Williams (if assigned to come)
Madam Sullivan Gladanger
Mrs. Haberlie (also lunch personnel)
Tut
*

Grading System:
Pass or Fail
(You know it, or you don't)

Student Badges
What suit are you from?

Teacher/Staff Badges
The privilege of wearing your suit!

Visitor Badge:
Visitors are required to wear a badge with a "V" instead of the winged-suit.




Classes:

Beginning Courses

Magic Basics - For those who are just beginning, you'll learn magick history, current affairs, and anything else that suits the teacher's choice for the day.

Heart Basics - Healing and leadership, we have both. Whether you're healing an injury, hearing a heart's plea for help, or you're going to be placed in a position of power; we'll fulfill all your needs and more.

Diamond Basics - Carat, cut, clarity, color. The 4 C's must be observed if you are to become the perfect diamond. Performing and business are our fortes. We'll teach you all you need to know to help you polish your path. 

Club Basics - Do you know how to hold your weapons properly when a monster is charging you? You will by the end of this class! We've got weapons, self defense, and battle strategy. With a hands-on training, get ready to earn some scars.

Spade Basics - We specialize in the study of magical plants and animals.We'll plant the seed of knowledge within you to keep you and your friends safe.

Special Classes - These are invitation only and the student (if under age) will need parental/guardians signed permission to attend.


Lunchbox Wars:

You may have heard that we host Lunchbox wars. It's true! Including an international Pro-circle.



*Author's Note: More staff names will be added when book 2's information is posted.

Tuesday, May 26, 2015

The 4 Suits: Heart, Diamond, Club, Spade

What do the suits have as their special talents?

Hearts

Talents: Leadership & Healing

Diamonds

Talents: Finance & Preforming Arts

Clubs

Talents: Weaponry & Battle

Spades

Talents: Magical Animals & Plants



Saturday, May 23, 2015

Reader's Favorite, "5 Stars" award! Onto the Finals!

Kick up your heels and shout "Hoo-ray!"

We've just won an award today!



"Reviewed By Melinda Hills for Readers’ Favorite

Left with only a partial understanding of her identity after an interrupted mind wipe, Sarah Card is whisked away from her home and parents and crashes onto an unfamiliar city street. The Last Alley: House of Cards Book 1 by Michelle and Trishelle Erickson takes you along on Sarah’s quest to save herself from Lurkers and find the Tapestry, the haven where she was supposed to land. Sarah immediately makes friends as other cards – magic users and magic born – join her in a battle to survive an attack by Lurkers, evil spirits that want to suck the magic out of anyone they can find. With a human to help, the group finds its way to safety and is introduced to Taps, a magical woman who is the keeper of the realm. They attend classes at a special school where Sarah can learn about who and what she is – a special card with an important destiny. As the magic continues to disappear and evil forces get closer to Tapestry, will Sarah be able to find out what she needs to know in time to help save the House of Cards?

The Last Alley: House of Cards Book 1 immerses you in a world that is magical yet exists side by side with the ‘real’ world. A wide variety of unique and interesting characters play clearly defined roles in this quick-paced story that is wonderfully entertaining. There is plenty of action, suspense, emotion and cooperation as Sarah and her friends are confronted with dangers that threaten their world. Michelle and Trishelle Erickson have created a fascinating world that holds your interest and promises more to come.

I enjoyed reading this story and look forward to subsequent volumes! The characters are well developed and interesting and the action keeps you turning the pages. Well done!"


Can I say: "Oh yeah! Oh Yeah!" (High five to Mom) "We did it, we did it!" (Insert funny dance moves)

Mom and Dad entered our book: The Last Alley: House of Cards Book 1, into "Reader's Favorite", an International Reading contest, and this was the result!
Because of this 5 Star Review, we're able to move onto the finals, where we can get: Gold, Silver, Bronze, or an Honorable Mention. Dun-dun-duuuun!

I hope and pray that we can get GOLD!!! If so, big publishers take a good look at your book. Oh please! We need it!


*Author's Note: M&D did pay an entry fee for the contest, but not for the review itself.


-T. Erickson

Friday, May 22, 2015

HoC Bk1 Characters: Emerson




Name: Emerson Devine
Sibling(s): Twin (See Orson )
Relationship Status: Married. (See Principal Lana Devine)
Race: Magick
Spark: Magic Born
Suit: Spade ♠/ Heart ♥
Card Rank: ?
Occupation: Jacob's Case holder
Awards/Recognition: A founder of the Starlight Key School (SKS).
Current Status: Alive


SKS Founder's Badge:


Back to Character List

HoC Bk1 Characters: Orson




Name: Orson Devine
Sibling(s): Twin (See Emerson)
Relationship Status: Married. (See Lacey)
Race: Magick
Spark: Magic Born
Suit: Spade ♠/ Heart ♥
Card Rank: ?
Occupation: Magicanick
Awards/Recognition: A founder of Starlight Key School (SKS). Maker of the Jacob’s Case.
Current Status: MISSING!

Last known location: His wife isn't sure...

SKS Founder's Badge:





Wednesday, May 13, 2015

HoC Bk1 Characters: Oni




Name: Onisphere or “Oni”
Relationship Status: Single
Race: Goblin (3 mixed) “Tri-Gob”
Occupation: Polisher, hallway monitor
Known Talent: Polishing and making handkerchief dresses for herself.
Current Status: Alive
Nickname: Oni

Last known location: Tapestry




HoC Bk1 Characters: Sissy




Name: Sissy, the Chameleon
Race: Goblin (Full)
Occupation: Street Spy
Known Talent: Finding things
Known Habits: Calling people rude names, minus Taps.
Awards/Recognition: Sissy is a chameleon or tranz-gob. She has the ability to completely transform into a black alley cat. While a cat, she can think, speak, cause problems like any gob can.
Current Status: Alive
Nickname: Sis
Last known location: The alleys


Monday, May 11, 2015

Update on: The Last Alley, HoC Bk1 - New cover in the works

Hello HoC (House of Cards) fans,

I wanted to explain my lack of updating art at this moment.

We had to go through some final edits and changes on the book. We now feel the book is the best that we can make it. We're really close to getting the book ready for release! 

All we're waiting for is a new cover. Mom's regular artist is busy on a huge project at the moment. But once he finishes the cover, all we have to do is upload it and the first book in the House of Cards series will be ready for reading!

As for the character/creature art that I've been posting, I'm not done yet. ;) Though all of the main and secondary characters are posted - I still have more things to upload! Including a large game event.

Here's to a good book coming your way!

-Strav (T. Erickson)


Saturday, May 2, 2015

HoC Bk1 Characters: Lurker King



Name: Lurker King
Race: Lurker
Class: ZZZZ
Weapon of Choice: His entire body
Skill of Choice: Words
Known Talent: Summoning other lurkers and forcing them to do his bidding.
Known Habits: Sucking the magical world and its occupants of their magic.
Current Status: Alive (unfortunately)
Nickname: Unknown 
Last known location: Outside The Last Alley


Back to Creature List



HoC Evil Creatures: Lurker Bosses: DeathWings



Name: Deathwings
Species: Former Magic Born - Heart Royalty
Class: ZZZ
Description: Their wing prongs are more decorative and much larger. Their sockets glow with a pattern of red and white circles.
Special attack(s): They will lurk in the shadows and call any lurkers (bosses or regular) in a 20 mile radius to them. They will then assume control of the entire flock.
Defense(s): They will use every minion under their control to thwart you from injuring them. They generally stay hidden in surrounding shadows so you can’t spot them so easy.
Known facts:  To display dominance, it will give out two calls. All the lurkers will bow and acknowledge them as the head Boss.
The Deathwings will delegate positions and plans of attack to the other bosses (if there are any), and seek out the nearest magical town so they can feast and add to their numbers, leaving a ghost town behind.
If there is a victim of high power and other boss lurkers have trapped them, the lower ranking lurkers must give way for the Deathwings. If another lurker hasn’t noticed them, the Deathwings will snap its wings over the other lurker and disintegrate them, sucking up whatever magic they may have had.
It will then suck its victim up, if they’re MB. If they’re a MU, the Deathwings will call a Wrapper/Slicer or a Wrapper/Basher pair if they’re available. Once they remove the spark from the MU, they will fly away as fast as possible before the Deathwings sucks up not only the spark but kills them as well (so they don’t eat the spark).
If there is another Deathwings in the area, there will be a death battle for the ultimate tyrant.
The small points on their wings stand for 10 regular lurkers, the large ornate points stand for single boss lurkers under their command. A single set of wings can extend to having 160 lurkers (regular and bosses) under their rule. They will grow another set if they are over more than that.
How to kill it: Light up the shadows, force it out of hiding. These are better killed with range weapons (legendary). But keep in mind, the Deathwing will always have a trick up their sleeve near the end of their life.


Nicknames: Caller, Shrieking Shadow




Friday, May 1, 2015

HoC Evil Creatures: Lurker Bosses: Slicer



Boss Lurkers are like regular lurkers, with a few exceptions:

Name: Slicer
Species: Former Magic Born - Club Royalty
Class: ZZZ
Description: Their wings are their weapons. The tips, spikes, and arches become physical when engaging in combat. Their eye sockets glow green.
Special attack(s): Its wings will become tangible, razor-sharp blades when it spins in its tornado-like ‘slice-n-dice’ dance. It will strike out, using the first (and longest) prong of its wing like a master swordsman.
Defense(s): It can use its wings as iron shields. The spikes are to catch the weapon aimed at them while they slice at you with their opposite wing.
Known facts: To display dominance, it will stretch out its wings. Then, the other former Club lurkers will bow their heads in subjection.
Slicers are the most aggressive out of the Bosses. They will cut ANYTHING in their path, magical or not, if something is barring the way of their intended victim. Depending on the thickness and durability, they have been known to slice their way into magical homes or cars if they sense targets inside.
They will cut a victim’s feet out from under them or slice off any limb to render their prey vulnerable to their feeding.
If a MU is captured by a Wrapper, the Slicer will preform its ‘slice-n-dice’ dance. (It turns into a blender and hacks your torso up like sausage). The spark will be released and sucked up.
If alone, the Slicer will use its wings to gut the MU, releasing their spark, and sucking the spark up. The MU has a brief chance of survival: If there’s a Heart or a Card Doctor on the field of battle, the former MU can be saved, but they suffer a sad fate.
How to kill it: Damage its wings enough so it can’t fly anymore. Then destroy it like a regular lurker.


Nicknames: Slasher, User Bain, Gutter





Tuesday, April 28, 2015

HoC Evil Creatures: Lurker Bosses: Wrapper



Boss Lurkers are like regular lurkers, with a few exceptions:

Name: Wrapper
Species: Former Magic Born - Spade Royalty
Class: ZZZ
Description: They can make their spine grow 3-4 more feet. When they use it, their tail becomes tangible. Their eye sockets glow orange.
Special attack(s): They have been known to pull their victims into the air where they can’t be helped by those below. They will generally grab a quarries’ appendage with their extended spine and hoist them high into the air (weight does not matter). They then wrap around them like a serpent and suck them up before they can reach the ground.
            They don’t always have to drag their victim in the air. They can curl around their prey while they are grounded and, like a boa constrictor, squeeze them to render the victim breathless or unconscious. Then caps and shrouds them (if they’re a MB).
Defense(s): They will use their spine like a whip to wrap around and pull away any opposing weapon and throw the weapon far from their attacker.
Known facts: To display dominance, it will lengthen its tail and slap the average lurkers across the top of the skull. Then, the other lurkers who were former Spades will bow their heads in subjection.
            Out of all the Boss Lurkers, the Wrapper, is the one who ‘cooperates’ the best with other Bosses; especially when it comes to Magic Users (MUs).
Once the MU is grabbed and hoisted up by the Wrapper and if a Basher is in the area, they will work together and the victim is used as a punching bag, until MU’s spark is released and then sucked up. The MU will likely die in this encounter.
If a Slicer is in the area, the Wrapper holds the victim while the Slicer does its ‘slice-n-dice’ dance. The MU’s spark is released and then sucked up.
How to kill it: Break its spine in half. (You have ten minutes until it grows a new tail). Then attack it like any regular lurker. 

Nicknames: Whipper. Evil’s spine.




HoC Evil Creatures: Lurker Bosses: Basher




Boss Lurkers are like regular lurkers, with a few exceptions:

Name: Basher
Species: Former Magic Born - Diamond Royalty
Class: ZZZ
Description: Their skulls and spines are made of diamond. Their eye sockets glow blue.
Special attack(s): They will use their skull for a battering ram and their spine, they will use like a spear or a drill.
Defense(s): Their diamond head and spine are extremely hard to crack, chip, or shatter.
Known facts: To display its dominance over the average lurker, it will fly passed the other lurkers, letting them see their diamond skull and spine. Then, the other lurkers who were former Diamonds will bow their heads in subjection.
Basher heads have been reported hard enough to ram through walls of stone. They will generally target the ribs or spine of their victim and ram them against a wall or the ground to render them immobile. Their attacks are the goriest.
How to kill it: You have to hit it with a legendary magical object, but REPEATEDLY! Bashers don't crack so easily and they could just suck dry or break the object you're using.

Nicknames: Crusher. Driller.


This one of a kind Basher was seen outside the Tapestry:





Monday, April 27, 2015

HoC Bk1 Evil Creatures: Lurkers and Boss Names



Name: Lurker (Regular)
Species: Former Magic Born (MB)
Class: ZZ
Description: Half skull (missing jaw) and backbone. A ghostly shroud is attached to the backbone. When moving, its shroud resembles the frills on a cuttlefish.  When it extends its wings, they resemble that of a tattered bat. Their eye sockets glow red when they smell food.
Attack(s): When spotting a victim, it moves in a serpentine fashion. Its shrouded wings become tangible enough to wrap around victim's arms and torso, pinning their arms to their body. The Lurker will place the underside of their skull on the victim's head and feed. The person is entirely sucked up and will disappear. Whatever shirt the victim was wearing will appear on the lurker’s wings as a pattern. (Also known as being "capped" or "cap and shrouded").  The Magic Born and their magic will be digested for a year. (For a way to save the victim, see the ‘How to kill’ section below.)
Defense(s): It's a shade (ghost). It can go through anything that's not magical.
Known facts: Any Magic Born who's rank is 10 and lower become these. They will use their "nose" to sniff magical residue left on the ground by magical people/creatures and begin their hunt. Anything non-magical whether living or not, is by-passed, undisturbed.
They are also sensitive to anyone with a large amount of magic. If their magical spark is big enough, lurkers that are within the powerful MB’s radius, will come to the hunt immediately and then it's a race to reach the victim.
Known History: Made by the Lurker King.
Tame: NO!
Weakness(es): Magic in any form. The more magic, the quicker the lurker will be lured.
How to kill: The skulls are their weak point. When destroying a Lurker, you need something with a high amount of magic to break its skull, not just crack it. The tools used against them are generally magical weapons.
            If a “full” Lurker’s skull is shattered, the victim will then fall out of them, weak and disoriented. Take them to the nearest Realm Keeper, magicks’ hospital or clinic, and have them checked over for remaining lurker residue.
Nicknames: Mindless vacuums. Flying sheets. Bedsheets. “Evil wearing a dress.”- Kory.

Known Boss Lurkers

-Bashers
-Wrappers
-Slicers
-Deathwings
-The Lurker King


Back to Creatures List


Saturday, April 25, 2015

HoC Bk1 Creatures: Tapestry's Dust Bunny



Name: Dust Bunny
Species: Dust Bunny (pests)
Class: A
Description: A rabbit made out of dust.
Known facts: Hard to catch. They can spread themselves thin to look like a light layer of dust. They spread dust wherever they go. They can squeeze under nearly everything. As long as a dust particle can get through, the rest of them can follow.
Known History: This particular dust bunny has been at the Tapestry for a long time. He’s the biggest, smartest, and fastest dust bunny in the elegant home. He also enjoys picking on MoreSarah 's morfex.
Tame: No
Weakness(es): Static. Morfexes are his nemesis.
Current Status: Alive

Last known Location: Tapestry



Back to Creature List




HoC Bk1 Characters: Percy



Name: Percival “Percy”
Relationship Status: Single
Race: Goblin (Full)
Occupation: Watcher
Known Habits: Freaks out every time he sees Ari and runs for cover.
Awards/Recognition: House Gob
Current Status: Alive


Last known location: Taps' top hat






HoC Bk1 Legends: The Wagon Lady



Title: The Wagon Lady (few know her true name)
Race: Immortal
Spark: Magic Born (MB)
Occupation: Death, for the magically inclined. (AKA the magical version of the human Grim Reaper)
Known Talent: Picking up souls for their final journey.
Current Status: Alive
Nickname: Death

Last known location: Wherever she needs to be



HoC Bk1 Machines: Taps' Teapot



Name: Taps’ Teapot
Type of Machine: Metal, ceramic, plastic, etc.
Description: A whirley-bob with elephant legs for motion and ears for handles.
Purpose: To refresh even the most fussy of guests.
How does it work: Think about what you would like to drink, hot or cold. A glass will appear. The teapot will walk over and use its trunk-spout to pour your desired beverage. The taste, temperature, and thickness will be exactly how you want it.
Example:
Let’s say you think “Hot chocolate with whipped cream and chocolate sprinkles.” It will first pour the hot chocolate into your glass, the whipped cream will squirt out in the amount you wanted on top of that, and then chocolate sprinkles would garnish the whipped cream, according to your wishes.
Maintenance: Oni, the tri-gob, is its caretaker.
Warning: Alcoholic, drug-like, or caffeinated beverages are not permitted. (Herbal tea and hot chocolate are allowed). The teapot will wait until the guest thinks of some other drink.
            -If anyone were to place alcohol or drugs into the teapot, it would explode.
            -If anyone put caffeinated beverages into the teapot, it would crash into walls, due to hyper activity.
            -It’s internal structure and magic are very sensitive. To harm the teapot would likely upset Taps and the guest would not be permitted to return to the Tapestry.
Known facts: It’s female. There are several deep and delicate enchantments that make the teapot function the way she does. She will change her pattern and body makeup every day according to her desire. She can pour any beverage from the human and magical worlds alike (minus what has been mentioned in the warning section). Sometimes she will play a special tune* as she walks around.
Known history: The teapot has been around since Taps’ college days.

* Teapot Song
(to the tune of "I'm a Little Teapot")

I’m a little teapot, Whirly Bob
Liquid refreshment is my job
Think what you want
Please don’t shout
I’ll be right over to pour it out.

I’m a magic teapot, small but strong
I serve hot or cold drinks all day long
Think what you want
I will provide
Your favorite drink
From inside.




HoC Bk1 Machines: Mugwump



Name: Mugwumps
Type of Machine: Organic
Description: Smiley face machine whose mane acts as a soil tiller, arms that are hoes for weeds, and feet that are garden rake claws.
Purpose: Weeding and war.
How does it work: Mugwumps come as a 2D (two dimensional), two foot, cardboard cut-out to make transportation easier. To activate it, you shove it into soil* up to its neck. Then you say the word “weed” and touch the center of its face. The mugwump will plump and fill out to a metal 3D model and begin to weed. (If it giggles, this means the machine is in tip-top shape.)
Its mane will break up the earth around the weeds and its hoe arms will rip up the weeds (roots and all), flip them up into the air, and catch them in its mouth. It will continue until there are no more weeds in the plot of ground you placed it in.
The weeds nourish the mugwump, so there is no need to worry about cleaning the inside afterwards. Their won’t be anything to find.
Once the weeds are gone, it will jump out and use its rake feet to push all the dirt back into the holes it left behind.
When the holes are filled, it wait for ten minutes on the garden’s perimeter. Touch the center of its face and say “sleep”. It will return to its 2D state and you can transport it.
Maintenance: For storage, place it in an unbreakable (magic) storage chest or place somewhere up high on a shelf so it won’t be damaged. If mugwump stops working, take it to a magicanik’s (magical mechanic) shop. If the mugwump’s joints sound creaky, be sure to rub some aloe vera on it for lubrication during its “sleep” mode. Let the machine air out overnight. The aloe will soak into the cardboard and work on the joints. If it still creaks, take it to a magicanik.
Warning: If the Mugwump is left unattended for 10 minutes after it completes its weeding chore, it will leave to find another plot of ground on your property to weed in. If there is no weed to be found, it will find the closest plot of ground to weed.
Special attack(s): Can be re-outfitted for war-by order of the ruling Royal Spades. If such an order is given, you must take all the mugwumps you have and give them to a magicanik. For which, you will be compensated.
Defense(s): Its metal body can take a lot of damage before it stops working.
Known facts: Goblin made.
Weakness(es): They can break down.


*Hard or soft soil, it doesn’t matter. The cardboard rake feet have a sharp magical shield around them that cuts into the dirt like a hot knife through butter.


Back to Machine List


Friday, April 24, 2015

HoC Bk1 Evil Creatures: Wingnuts



Name: Wingnut
Species: Plant
Class(es): M. Z (When in a flock)
Description: Walnut with sharp maple seed propellers on top of its head. They have a single red eye in front. They have a sharp “beak” that can open and close.
Attack(s): It slices prey with its propellers.
Special attack(s): It will open its beak and take a chunk out of prey’s flesh.
Defense(s): Flight.
Known facts: Carnivores. They will attack any magical heat they sense. But if a human’s in the fray, they’ll go for them too. They will take the chunks of flesh in their beak and return home to feed their sprouts.
There are right and left wingnuts. According to Copey (Taps’ guardian gate) the left are: “Sharp-like and lip-smackin’ good.”
They hunt in flocks of 100 and have been known to gather in a 1000+. They don’t possess much of a brain. Their main instinct is to search for food.
Known History: They showed up around the time of the American pioneers crossing the plains. No one’s sure who made them, but everyone’s sure it was a Spade. Possibly a Crazy 8.
Tame: No.
Weakness(es): When they’re filled with meat, they’ll return to their nest. It’s easier to attack them during this time, they no longer care about anything else. (Best to follow them to their nest and destroy them all…wear good-thick protective gear).

How to kill it: Magical objects that can smash, fry, rip them apart. Goblins are one of their banes, due to their thick hides. 



Thursday, April 23, 2015

HoC Bk1 Characters: Vincent



Name: Vincent Marble
Sibling(s): Queen Charlotte Marble Hyland, Queen Eloise Jemima Card (Deceased)
Relationship Status: Engaged once
Race: Magick
Spark: MB
Suit: Diamond ♦ ♦ (Double)
Card Rank: Jack 
Weapon of Choice: Diamond Cane
Occupation: Prince of Diamonds, CEO of private company
Known Talent: Finances
Awards/Recognition: Owner of a private company that was known for extreme financial risks but extreme gains.
Current Status: You’ll have to ask Queen Piedee, but be prepared for road rash.
Nickname: Vince

Last known location: Royal Heart court room




HoC Bk1 Characters: Mrs. Haberlie



Name: Joyce Haberlie
Relationship Status: Married
Race: Magick
Spark: MB
Suit: Spade ♠/ Heart ♥
Card Rank: 5 
Occupation: SKS Lunch Lady and SKS Teacher.
Known Talent: Plants
Awards/Recognition: Designed and made a recipe book allows faster preparation time.
Current Status: Alive


Last known location: Starlight Key School


SKS Staff Badge





Wednesday, April 22, 2015

HoC Bk1 Creatures: Octavious



Name: Octavious
Species: Dectopus
Class: Z
Description: Giant 10 legged octopus. Color is a light mint green (red with black splotches when angry). Each arm is 6 feet long.
Attack(s): Can use his 10 arms to attack and strangle.
Special attack(s): Will use any cutlery or pans if you enter into HIS kitchen unannounced!
Defense(s): Squirts ink to blind you.
Known factsTaps and Jeffery are the only ones who can enter the kitchen without permission. Don't insult his cooking by not eating it...that could land you in "hot water". 
Known History: Given to Taps by the *Lady Soline as a gift, when he’d just hatched.
Tame: No.
Weakness(es): Crustaceans (crab, lobster, etc)
Current Status: Alive


Last known Location: Tapestry’s Kitchen (He’s the chef and PROUD of it!)


*Lady Soline is actually a character from another series that Michelle wrote. She's the dominant character in the book: Fathom's Deep.



Tuesday, April 21, 2015

HoC Bk1 Creature: Dude



Name: Dude
Species: Lockpicker Tortoise
Class: B
Description: Baby Tortoise, with bronze eyes, jeweled shell, and long tail.
Attack(s): Snaps at your fingers
Defense(s): Pulls into his shell.
Known facts: Has to be fed a special pellet in order to work on a lock. Has been trained by Cam to pick hexed locks.
Tame: Yes.
Current Status: Alive

Last known Location: Cam’s pocket



HoC Bk1 Creatures: Clever



Name: Clever
Species: Whirley-Bob
Class: A
Description: Bouncing, rubbery ball that has elephant features including ears and trunk.
Known facts: Mows the Tapestry’s grounds with his trunk.
Known history: Clever has been on the Tapestry’s grounds for many years. He’s the lead whirley-bob.
Tame: Yes
Weakness(es): Strawberries (addiction)
Current Status: Alive

Last known Location: Tapestry



HoC Bk1 Characters: Mr. Pytt



Name: Clive Boyle Pytt
Relationship Status: Married
Race: Gob (Half)
Occupation: Sentenced Gob – Whirleybob trunk cleaner
Current Status: Alive


Last known location: Tapestry