Book one of Adventurers. Follow humble adventures on their journey across the great waters of Flederth(which translates to water earth). The world is filled with historians, pirates, and marines all chasing down the twelve keys needed to unlock the four gates of the world and bring an old fable to life. Peyton spent months working to purchase an old boat as boats are never for sale and supplies are rare due to plagues and drylands. After obtaining the Seacr, he's ready to set sail with a crew made up from a shady, mob diner. Can they all get along in a fisherman's boat and win the race against the most advanced organizations across the world?
Characters Shorts,
Omri is only eleven-years-old when she meets a washed-up sailor and saves his life. She hasn't talked to anyone in a long time, and her speech is starting to disappear. Will this man be the hope of a friend she's always desired after being shunned from her village?
Sully is not your average reporter. Filled with the energy of bubbling youth and her over-the-top, feminine style, the young girl embarks with the Histores after her cousin, Ambrelle, gets her access to their cruiser. The feisty reporter soon takes on a shy marine captain and his second in command as her first targets in the new world.
Chewing bubble gum is Steven the duke's most-notable habit, but it happens to get on the nerves of his captain named Isaiah. The two marines have a tendency to fight with their fate advancements making quite the scene-but together they launch the front of the expansion of the New Endle Empire.
Pirates always have their place in every adventurer story set at sea. That's Earl's plan anyway-if the Writer doesn't erase him first. Despite his many years of failures and losing his family to his career life as a pirate, Earl is back at again and ready to conquer the new seas!