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Valek's job—and his life—are in danger. As Yelena tries to uncover the scope of these plots, she faces a new challenge: She must keep that a secret—or her enemies will discover just how vulnerable she really is—while searching for who or what is responsible for neutralizing her powers. Yes, the days of tasting poisons were much simpler. And certainly not as dangerous She fought the plague and survived. She took on King Tohon and defeated him. But now her heart-mate, Kerrick, is missing, and Avry fears he's gone forever.

But there's a more immediate theat. The Skeleton King plots to claim the Fifteen Realms for his own. With armies in disarray and the dead not staying down, Avry's healing powers are needed now more than ever. Torn between love and loyalty, Avry must choose her path carefully. For the future of her world depends on her decision Despite her need to prevent the megalomaniacal King Tohon from winning control of the Realms, Avry is also determined to find her sister and repair their estrangement.

And she must do it alone, as Kerrick, her partner and sole confidant, returns to Alga to summon his country into battle.


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Though she should be in hiding, Avry will do whatever she can to support Tohon's opponents. Including infiltrating a holy army, evading magic sniffers, teaching forest skills to soldiers and figuring out how to stop Tohon's most horrible creations yet: War is coming and Avry is alone. Unless she figures out how to do the impossible But rather than being honored for her skills, she is hunted.

Healers like Avry are accused of spreading the plague that has decimated the Territories, leaving the survivors in a state of chaos. Stressed and tired from hiding, Avry is abducted by a band of rogues who, shockingly, value her gift above the golden bounty offered for her capture. Their leader, an enigmatic captor-protector with powers of his own, is unequivocal in his demands: Avry must heal a plague-stricken prince—leader of a campaign against her people.

As they traverse the daunting Nine Mountains, beset by mercenaries and magical dangers, Avry must decide who is worth healing and what is worth dying for. Because the price of peace may well be her life His mother's recent death has set Luke and his family adrift. Even though his father, twin brothers, and their three Bloodhounds are search and rescue volunteers, they have been unable to rescue themselves and become a family again.

The summer after sixth grade looms in Luke's mind as a long, lonely three months where the only thing he can look forward to is watching The Weather Channel. Luke is fascinated with the weather, but since his mother's death in a storm, he is also terrified. Even the promised 13th birthday present of a Bloodhound puppy fails to lift Luke's spirits.

He would rather have a different breed - a petite Papillon, but his father insists he get a Bloodhound. When Luke decides to get the Bloodhound from Willajean, a dog breeder who owns Storm Watcher Kennel, he works out a deal to help at her kennel in exchange for the expensive dog. Thrilled to have a summer with a purpose, Luke befriends Willajean's daughter, Megan and together they plan how Luke can get a Papillon puppy instead of a Bloodhound. But nothing seems to work as they struggle with stubborn fathers, summer storms, unhelpful siblings, and hidden guilt.

Can one little white dog really save both families? October , Leap Books Ages 9 to 14 Price: Okay, I did prove that there's more to Inside than we knew. That a whole world exists beyond this cube we live in. And finding that led to a major rebellion-between worker scrubs like me and the snobby uppers who rule our world. Because of me, we're free. I thought that meant I was off the hook, and could go off on my own again-while still touching base with Riley, of course. He's the one upper I think I can trust.

Sign up today to be among the first to rediscover and retake the remnants of the Star Union! Reach for the stars Stellaris is coming to Xbox One and Playstation 4! It will be the first ever grand strategy game to come to consoles, bringing more deep strategy, resource management, and political intrigue than has ever been available to consolenauts before Read more! No sort Helpful Agree Respectfully Disagree. Jun 13, Messages: The world is doomed.

Those that survive condemned to a slow agony, where death seems a release. Looking back, they will envy us, the dead. II Spring of A. Races can be neutral, with no strength nor weaknesses. If this isn't the case, then each strength must be accompanied with a weakness. Region Bio A description of your nation's terrain, climate, etc. Nation Bio A description of the nations within your region, or nomadic peoples, including their culture, beliefs and history. Character Bio A bio on your various characters that shall be in your ICs. BlackBishop , Feb 10, Crypso and the Shattered Pangeas Pangea Ulsa.

Please post your appendix here. Jun 12, Messages: Magioni, Human Braln Racial Strengths: Strong Naval Tradition - The Magioni keep up a well maintained fleet to protect and escort their merchants as well as defend against any incursions from the sea. Warrior Spirit - The Braln are proud warriors, as their neighbors had learned for centuries of raiding and attempted invasions. Noble Competition - In their attempt to outdo one another with their lavish estates and collections of knowledge, the Magioni families end up squandering their money when it could be better spent on other things.

Bad Diplomacy - Years of raiding and invasions have left many of the nations around them with a bad impression of the Braln. Allies won't come easy or cheap. Region Bio Grey indicates mountains, dark green indicates forested hills, the medium green indicates flat forests, light green indicates flat grasslands, the yellowish-tan indicates desert hills, the sandy color indicates desert, the dark brown indicates plains hills, and the lighter brown represents plains. One of the most dominating features of Druma is the Neck Mountains at the narrowest part of the region, referred to as the Neck.

The Druma mountains stretch from the northwest of the Neck to the southwest of the Neck, but leaves a flatter area by the southeast of the Neck. Around the Druma mountains are hills that gradually decline into flatter stretches of land. There are three distinct regions in Druma: Maglia aka Hammerhead , Kiltock, and Lhana. Maglia is located in the northeast of Druma. Known for beautiful, lush greenery, the wettest part of Druma is nearest to the mountain, with forests growing due to the abundant rainfall at the mountains and gradually.

The great Dorrecat River runs through Maglia, starting from the center of the Neck Mountains to the northwest of Maglia. Maglia is home to the Magioni, a very human-like race that has a tall, slender build, skin the color of gold, prefers longer hair for both men and women, and no facial hair.

The Magioni are considered well learned, good negotiators, and somewhat arrogant in general. They have developed an economy based on trade and agriculture. Kiltock is located in south Druma, mostly consisting of rolling plains with dry grasses. The Belmouth river runs through Kiltock, with its source in the Neck Mountains and meanders across Kiltock.

The inhabitants of Kiltock are the Braln, a hardy people who have a robust build, slightly pointy ears, tan skin, prefer shorter hair for men and longer hair for women, and grow beards. They are considered to be tough, stubborn, plain, good warriors, and humble. The Braln have developed an economy based on the ownership and herding of cattle and horses. Lhana is a desert located to the west of the Neck Mountains.

Although there are a few oases in Lhana, neither of the two races, the Magioni and Braln, occupy or travel through Lhana due to the Suun, who are very territorial and protective, as shown in the war between the Braln and the Suun. Druma Political Maps The overall political map of Druma. Yellow indicates the Maglian Republic, lavender indicates the Braln Confederation, and tan indicates the Suun. This map indicates the land that the major families of Maglia or the major Bralnic tribes own. Braln Confederation Politics The Braln Confederation is a union of the six major Braln tribes that came together after the failed invasions in the aftermath of the cataclysm.

The Confederation came together as a result of the weakened strength of the Braln as a whole, and saw the strength in numbers by banding together. Traditionally, the Braln Tribes can be divided into two groups. The Truro, Allard, and Dunn tribes have established a longstanding alliance and close ties, while the Wystan, Ayer, and Eldred Tribes also have very close ties. Separated by the Belmouth River, the tribes are named after their general direction from the river, with the former group of tribes being the Western Braln, while the latter are the Eastern Braln.

The Eastern and Western Braln were originally divided over the long running dispute between the Dunns and the Eldreds over Cennen. Now, the tribes are divided over diplomacy with their neighbors, with the Eastern Braln preferring to start trying to reconcile relations with their neighbors, particularly the Magioni, while the Western Braln see no reason to entertain the Magioni and wish to eventually see the Braln tribes in their glory days.

Arguably, the two most important tribes would be the Allards, who control the largest Braln settlement and its capital, Ilchester, and the Eldreds, who control Cennen, an important port city that has grown thanks to trade from the Maglian Republic. Although they used to fight each other, the eastern and western tribes had agreed on law reforms, first set forth by King Garrod, the first king of the Braln Confederation, in order to stop the fighting between them.

The tribes today are generally willing to solve problems between them through diplomacy rather than by the edge of a blade. Though the Confederation has a king that is elected from the various tribes, the power of this king is mostly in the military of the tribes, which the king can raise up in order to defend any tribe that is in trouble.

Over time, the king became the leader of the raiding parties, though the task of organizing these parties was up to each tribe to contribute its levies and warriors.

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These levies do not have too much fighting experience in general, but levies from across the plains come with a horse. For weapons, levies bring a bow and either a weapon that the family has on hand or a spare tool that can be turned into an effective weapon. Communication between the tribes on how to best coordinate the defense would also slow the Braln response.

Every tribe would have a small amount of warriors, individuals who were trained for combat and had their own good armor, weapons, and a steed. Braln warriors make up the elite forces of Braln armies and are still feared even though the days of widespread Braln raiding across Maglia and Rayatik are long gone. Braln Confederation Culture The Braln are a race that resemble humans greatly, but generally have a stockier build and tan skin from their time in the sun. Some have slightly pointy ears, a sign of elven lineage.

Hair is generally kept long by most Braln and have facial hair in a variety of styles. The dominant hair color is brown or black, but there is the occasional blonde or rare redhead. The dominant eye color is brown, although there are some Braln with blue eyes. Braln clothing is typically practical and made out of wool, although the elite do have clothes dyed rare colors to signify their rank. Long hair is fashionable among the elite for both men and women, although Braln in certain professions, like warriors, may choose to cut their hair to be practical.

Some Braln show off the trinkets and jewelry they have by wearing them on their body to show their status. Face paint is worn in Braln society, mostly by warriors who want to look intimidating. Generally, the Braln are very friendly people as long as they either haven't drawn their weapons or are mad in the first place. If they have at least met before, the Braln will greet each other if they see one another.

Hospitality is a big deal in Braln society, and even foreigners and strangers will be treated nicely by the Braln. Typically, hospitality includes food or drink for the guest in order to make them feel more welcome. Braln society mainly revolves around the herding of sheep and cattle.

In a region where little grain is able to be grown easily, sheep and cattle are the number one source of sustenance for the Braln. Using horses, the Braln are able to keep an eye on their herd easier. The Braln usually follow their herd around, not trying to restrict the natural instincts of their herd.

The herd is easily one of the most valuable things any Braln can have, as well as their horse. Another part of the Braln economy is the cultivation of grain. Refugees from Makhennet after the apocalypse brought bread, beer, and the seeds used to make the former two. The Braln loved the beer, and allowed the refugees to set up farms along the Belmouth River, which proved to be a fine place to grow grain. Beer from these farms is exchanged for meat, milk, and wool from the Braln herds.

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Slavery exists in the Braln Confederation, who are mostly captives taken from the various locales that the Braln raid. Although they are the property of the warriors who capture them, some who wish to get some extra coin sell their captives at slave markets, the largest of which today is in Ilchester. Slaves are marked through some means by their owners to show that they owned the slave. Slaves are typically hard laborers, household servants, concubines, or attendants in Braln society. Braln slaves are, required by law, to have the opportunity to get their way out of slavery.

This opportunity's requirements, though, are determined by the owner, typically meaning most slaves won't get out of slavery. Escaped slaves are hunted down and returned to the owner as soon as the slave is reported missing. Failing to report the location of an escaped slave or attempting to capture a slave on sight is a severe offense or grounds for a duel, depending on the tribe. Masters have total authority over their slaves, and anyone else that tries to mess with a slave that is not theirs will punished, once again, as a severe offense or grounds for a duel.

Even looking too long or "a bit funny" at a slave that isn't yours draws great ire from their master. The most important unit of Braln society is the family. Traditionally, a family is able to take care of a larger herd much easier than an individual could on his own.

Multiple families band together in order to protect one another, creating a tribe. The six major tribes of the Braln Confederation are a result of multiple smaller tribes either allying with one another. Although the major tribes have defined borders today, due to the way the herds move around, individual herds will often cross the boundaries. The most notable boundary is the Belmouth River, which splits the Braln tribes into East and West, two major blocs that continue to dominate Braln politics today.

Justice in the Braln Confederation is traditionally settled by a duel, with the terms to be agreed upon by the two parties. A third party is there to confirm that both sides have agreed to the terms and see that the duel is done. Typically, the level of the offense determines whether or not the duel is fought to the death.

It is easy, however, to go a little too far over a minor crime like a small debt, often involving the maiming or even death of one party. After the Braln Confederation was formed, a code of laws, with associated punishments, was formed, mostly to settle minor disputes between two parties. Depending on the region though, minor disputes may still be challenged with a duel rather than settling it by the law. Dubris is most in line with the Braln spirit of being free to go wherever life may take you and be free of inhibitions.

In addition, Dubris is said to have created the horse and showed man how to use it. The Braln take these signs to justify their destructive raids. In Braln society, shamans are spiritual men who have the ability to connect with spirits and even gods. Methods to connect with the spirits include meditating for hours in a spiritual place and examining the cosmos for signs. Shamans often provide advice based on what they heard from the spirits, but this advice is often unreliable or vague. There are shamans who claim to have a deeper connection with the spirits and gods by using complex rituals to create that connection, but these rituals are very difficult to pull off and many doubt the wilder tales of what could be done with such a connection.

In case if you were wondering, Braln names are going to be derived from English names, with some old ones thrown in. IC Links None Yet. Galren , Feb 10, Oct 31, Messages: Humans Racial Strength s: Accustomed climates- The people Makhennet have grown accustomed to the harsh environments of their Homeland, giving them a defensive bonus against invading armies.

Trade Cities- The Cities of the Tregeveltic League have more than made up for the difficulties in location through mastery of trade, giving them a significant income boost in trade. Monster problems- Between various beast roaming the Rayatik and Orierret and the occasional raids by elven cultists, developing better land infrastructure proves more dangerous and expensive than in most other places Cults of Excess- Various cults dedicated to the Elven Fayhace faith exist throughout the region and the cults promotion of indulgence and excess takes up more of the already scare resources available.

Region Bio History of Makhennet Before the Cataclysm Makhennet and some of the lands in the surrounding regions were controlled by the Empire of Alqatorluk.

The Empire emerged roughly around BC when the elven King Jassin Asudates united the various elven petty Kingdoms and crowned himself Emperor of Alqatorluk the original name for elven heartland. From that point onward the Empire launched several wars of conquest. With their superior weaponry and training the Empire conquered many neighboring territories, only meeting effective resistance from the equally expansionist Sha'ddin to their South.

Alqatorluk would reach its furthest extent during the reign of Sinaht Asudates in BC, occupying nearly a fifth of Pangea. The organization of Empire was an racial hierarchy with elves on top, followed by humans and human-like species, and then the various "lesser" races on the bottom. The entire infrastructure of the Empire was dedicated to supporting the heartland, as a result the heartland prospered. This prosperity was most reflected in the capital of Ghayher, an illustrious metropolis which was said to be without equal.

However everything was changed with the Cataclysm. The destruction wrought by the event was unbelievable. Entire cities were levelled by earthquakes and volcanic eruptions, many of the Empire' frontiers sank into the sea and their sizable navy and commerce fleets which sailed along Pangea's eastern coast were thrown ashore, torn apart or taken into the abyss. But all of paled in comparison to the fate of the elven heartland.

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As earthquakes reduced the great structures to rubble the very land itself seem to come alive with a ravenous hunger and a what took an entire millennium to build was swallowed in almost its entirety by the dessert in a single day. In the chaotic aftermath the survivors were left wondering why these events occurred and as time went on many became convinced that this could only have been awesome and terrible divine wrath. Soon blame fell on the elves, as it was the empire they built the greater powers saw necessary to destroy. The resulting series of genocidal purges even further reduced the already crippled race forcing the survivors into exile.

Nation Bio Nations of Makhennet. Corman50 , Feb 10, The Gil-born, or Fish Folk Origin: The Blight Isles Strength: Carriers of Fly-Blight infamous hosts of a fatal, highly contagious disease; an agonizing death marked with blood leaking from every orifice Weakness: Physically weak and inept fighters. After a long migration, they have settled in Minos. Shortly after arriving in the Blight Isles they became inflicted with one of the many diseases rampant on the Isles. Against all odds, some of them survived and became immune to the disease, though acting as hosts.

This has given them an ill reputation, and as a result, it is a fairly common practice to kill any Gil-born on sight at the various ports of the shattered Pangea. Nevertheless, the Gil-Born are known to be gifted sailors, with a mastery of the sea. Their craft, fashioned from coral reef off their island home, is a feared site upon the seas. The Gil-born have been known to accept gold and silver, and especially pearls, in exchange for their loyalty. Pre-Cataclysm accounts suggest that the Gil-Born worship the deep of the sea, believing it to be a spiritual realm where their dead live on, and from which all life is sprung.

Contrary to popular belief, the Gilborn do not possess the ability to breath underwater, though they may hold their breath for an extraordinary amount of time, some suggest as long as twenty minutes to a half hour. This reverence for the sea has bred the Gil-born to be among the finest sailors in all Crypso. Nov 20, Messages: Wali, Goblins Racial Strengths: Bulwark of Civilization - The Malimadhm serves as a shield, but it is not enough to prevent the spill of Goblins, ruthless warbands who descend upon any vulnerability.

The Wali have adapted, learning over the ages to hone their defenses, to defend their peoples with weapons of long reach, halberds, pikes, and so on. These tactics are ingrained in the Wali military doctrines. Asceticism - The Wali society revolves around theology, conservative, and ascetic lifestyles. And while this perhaps does not have the intended effects of mastering the mystical realm, it does have the side effect of creating an orderly people, respectful of the leadership, of the faith, and of efficient living, not becoming wastrels or rebels.

Of course, there can always be bad apples Defenders, Not Conquerors - Although their defenses are honed, the Wali are extremely lacking in offense. Among the hermitages, only Shem can be seen with a strong desire to take, but even they pale in comparison to other civilizations and people. It is simply not in the Wali mindset, nor skill-set, to be on the offensive. Puritans - While the lifestyle of the Wali has benefits, so too does it present problems.

Namely, the Wali are a people who look at change with, at best, distrust. Reforms, advancements, and the introduction of foreign elements thus are stifled, far longer than they be, leaving the Wali behind others who are quick to adopt positive changes. Region Bio The lands of Wali-Dah trans: Homestead of the Wali are most noted for the great contrast, between its peoples, between its climates, and between its geography.

Cut in twain by the Malimadhm, an enormous mountain range, the southern shores of Wali-Dah are temperate, sporting grasslands and forests. Despite its northern location, warm currents swell from the west, allowing mild seasons year-round, warm but not hot summers, cool but not cold winters. The numerous islands that dot the Wali-Dah coast share this climate, with minimal mountainous terrain. Great rivers wash down from the Malimadhm, providing fertile soils and robust flora and fauna in the south, reaped by the native Wali peoples. The South-Western tip of Wali-Dah is generally regarded as the most prosperous region, thanks to the Sykim River, which splits into three.

Slightly comparable are the lesser rivers of the Tarnlumi in south-central Wali-Dah, and the Liqen in south-west Wali-Dah.

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On the island of Vrime the one with a river , perhaps the jewel of Wali-Dah islands, is the Bir River. Great Spires itself is an impressive sight, spanning from the shores of the west and nearly linking with the Peligin range to the east. With an average mountain height of 13, feet, the Malimadhm dominates the horizon, acting as a natural barrier. However, that is not to suggest it is all massive peaks. The second book, Thunder and Shadow, was released on September 6, The two kits struggle to find their place in their respective Clans , and feel lonely.

However, Alderpaw and Needlepaw befriend the kits, and even arrange for them to meet in secret between the two Clans' borders. The Clan cats discover that the rogues from A Vision of Shadows followed the quest cats to the lake , and have made camp near ShadowClan. Meanwhile, the ShadowClan apprentices start to lose faith in the warrior code , and many of them eventually join the rogues , including Needlepaw, who brings Violetkit with her.

The third book, Shattered Sky, was released on April 11, It details the war that ensues between the Clans and Darktail's so called Kin after his annexation of ShadowClan. It heavily focuses on the sisters Twigpaw and Violetpaw as they find themselves on two different sides of a very brutal conflict that will determine the fate of the Clans. Battles will be fought, loyalties will be tested, prophecies will be interpreted and as always, cats will die before the Clans know peace again. Super Editions are stand alone books in the Warriors series that are approximately double the length of a normal Warriors book.

Six field guides have also been published. The guides offer extra information, usually in the form of short stories, and are usually about pages long. Four of the manga series consist of three volumes, though The Rise of Scourge is a standalone book. Originally published only in e-book format, the novellas were later published in anthology volumes. The first book of the series, Into the Wild , was generally well-received, with reviewers calling it a "spine-tingling," [47] "thoroughly engrossing" [48] and "exciting The manga has also earned praise: Suitable for readers age ten to one hundred and ten, warriors Tigerstar and Sasha's manga story, 1: Into the Woods, is especially recommended for cat lovers everywhere".

The art was also praised, with the reviewer writing that "Hudson's artwork brings Sasha's emotional journey to life, showing each moment of fear, anxiety, contentment and joy. The cat's-eye perspective of many of the panels, in addition, add [ sic ] a dramatic, energizing element to the book". The reviewer also wrote that "a twist at the end will leave fans eager for the next installment of Sasha's saga", and that the book would appeal to young adults trying to find their place in the world.

The reviewer also wrote that "though the cover claims that this is a 'manga,' the straightforward illustrations are drawn in a simple, realistic style". The large number of characters involved in the series has often been seen as a negative point; though one reviewer compared the "huge cast" to that of a Greek drama , [55] others wrote that it was "hard to follow" [56] and "a little confusing.

As one reviewer put it, the cats in the series are "true to their feline nature," [47] leading some critics to jokingly comment that the books will "leave readers eyeing Puss a bit nervously" [57] and wondering "what dreams of grandeur may haunt the family cat. Themes in the series often revolve around forbidden love. These relationships are not allowed for various reasons: Holmes said that another central theme of the series centres on "faith and spirituality" in StarClan.

Some scenes take place within StarClan's realm, with no living cats present as point-of-view characters. Thus the existence of an afterlife and the influence of spirits who have passed on and yet retain their earthly identities is integral to all of the plot arcs in the series. Another idea explored in the novels is the reactions of different faiths when meeting each other. For example, the Tribe of Rushing Water, which believes in different spiritual ancestors than the Clans, is introduced in Moonrise.

In an author chat, Holmes explained that the books never say that either of the Clans or the Tribe of Rushing Water is right about faith because both are "equally valid. Holmes said that "ignorance is a very scary thing! Mothwing and Cloudtail do not believe in StarClan.

Another theme is that characters can be a mix of good and evil. Holmes has said she is fascinated by these "shades of gray" in personalities. Her example of this was when Bluestar, a noble and honorable cat, gave up her kits for her own ambitions so an evil cat would not take over. Another example she gave of this is how the antagonist Tigerstar, even with all of his faults, is still courageous and fiercely loyal.

For example, Brambleclaw's father is the evil Tigerstar, but he eventually demonstrates that despite this, he is not evil himself, despite initial suspicion from Clanmates due to his father's legacy. This theme ties into the "shades of gray" theme. A reviewer for Publishers Weekly noted that friendship and responsibility are taught to characters in the novels, [49] while booksforyouths.

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The four Clans, normally hostile to each other, are forced to work together in order to find a new home. Other themes that have been pointed out deal with family, loss, honor, bravery, death, loyalty, and following rules. Holmes has said that one of the good things about writing a book about cats is that "we can tackle difficult human issues such as death, racial intolerance, and religious intolerance [without seeming so heavy]. All of the Warriors books except for the manga have been published as hardcovers, and the majority of them have also been published as paperbacks. Starlight , Twilight , and Sunset from The New Prophecy , as well as the first four Omen of the Stars books, are available in an audiobook format.

A reviewer for AudioFile wrote: The books in the four main series have also been released in an e-book format. The Warriors website features Warriors screensavers , [90] along with videos on the process of writing a manga book and a video promoting The Last Hope. Whether it will be a role-playing game is unknown. Erin Hunter has stated on the official Warriors website that there is still no plan for an official video game, but if there was, it would probably be based on a movie version of the Warriors series, which was at the time not under consideration.

The release date, for now, still remains unscheduled, but, as of May 14, it was announced that screenwriters Jonathan Aibel and Glenn Berger have being attached to write the script for the movie. However, as of now, no director was announced for the film. In it, the spirit of former ThunderClan medicine cat Spottedleaf discusses her love for Firestar.

On 20 January , another short story, "The Clans Decide", was released on the Warriors Ultimate Leader Election site, starring Firestar, who won an election through an online fan vote conducted in recognition of President Obama's Inauguration Day. In the story, the four Clans vote for a way to survive a tough winter. Every cat at the meeting votes on whether or not the Clans should work together to survive the winter. The cats vote in favour of working together. Two short stories, "After Sunset: Taking place after Bluestar's selection of Fireheart for deputy, it is about the elder Halftail, who is unhappy with the decision, and wakes the other elders to discuss it with them.

Written by Victoria Holmes for a tour, a play titled After Sunset: The script was released to the public on the official site for the Warriors series. During a fundraising event in Russellville, Arkansas , Brightspirit's Mercy was performed by various high school drama students. After going to a Gathering, where it is obvious all of the Clans except for ThunderClan are starving, three cats from StarClan appear to them: Brightspirit and her parents, Shiningheart and Braveheart, characters created on Wands and Worlds , a fantasy fiction forum, in memory of a year-old Warriors fan, Emmy Grace Cherry, and her parents, Dana and Jimmy Cherry, who were killed in a tornado in February Jaypaw is easily convinced, but Hollyleaf and Lionblaze are harder to win over.

Eventually, they agree and hunt, then wait at the WindClan border for a patrol. Ashfoot, WindClan's deputy, accepts the gift, but Breezepaw, too proud to have help from another Clan, refuses to eat it. Jaypaw, Lionblaze, and Hollyleaf then head towards another Clan's territory. In the Chinese translation of the series, "3-D trading cards" are packaged in each book. The 3-D effect is produced using stereoscopic lenticular printing. These cards feature pictures of the cats on the centre of the bookcover and their Chinese and English names, and biographical information on the back.

Also produced are puzzles and cups with Warriors images. It contains information about the books in the series, profiles of the Clans and major characters including app-exclusive information such as the name of Firestar's mother , an interactive timeline and maps, two application-exclusive short stories, a trivia game, and even an amino. The app has been taken off the Google Play store. From Wikipedia, the free encyclopedia. Warriors Boxed sets of the Warriors: The Prophecies Begin and Warriors: The New Prophecy series.

The Prophecies Begin — Warriors: The New Prophecy — Warriors: Power of Three — Warriors: Omen of the Stars — Warriors: Dawn of the Clans — Warriors: A Vision of Shadows — Warriors: The Broken Code Standalones. Wayne McLoughlin Owen Richardson. List of Warriors characters. Omen of the Stars. Hawkwing's Journey - Erin Hunter - Hardcover".

Archived from the original on 1 December Retrieved 24 July Archived from the original on 4 March Retrieved 2 March Retrieved 2 August Archived from the original on 5 May Retrieved 4 February Retrieved 23 July Retrieved 16 July Archived from the original on 1 October Retrieved 12 September The first Warriors series is finally to get its own name with its relaunch next year: Retrieved 1 November Retrieved 11 July Fire and Ice by Erin Hunter Hardcover ".

Forest of Secrets by Erin Hunter". Retrieved 1 August Rising Storm by Erin Hunter Hardcover ". Retrieved 8 August Retrieved 9 August Retrieved 21 September The New Prophecy 1: The New Prophecy, Book 2: Retrieved January 30, The New Prophecy 3: The New Prophecy 4: Retrieved 10 August The New Prophecy 5: The New Prophecy Series 6 Hardcover". Retrieved May 30, Power of Three 2: Power of Three 3: