More by Drew Hayes
After her apprenticeship was done and a place in the guild of villains secured, Tori’s life was supposed to get simpler. Unfortunately, a poorly timed errand sees Tori caught in the debut of a new team of capes, one wearing an all-too-familiar name.
Thrust into the spotlight, Tori will have to navigate her unwanted fame as well as the suspiciously superheroic new neighbors down the hall, all while keeping up with her own villainous enterprises. With the guild no longer a secret, Hephaestus needs to grow as strong as possible to face her mounting threats.
Ambitious gangs, battling against mechanized traps, and brawling with capes are only the beginning. Behind the scenes, a hidden enemy works to settle an old score, one that has burned for decades. This secret scheme will not only endanger Tori, her friends, and the guild, but the very world itself.
Gifted with metahuman powers in a world full of capes and villains, Tori Rivas kept away from the limelight, preferring to work as a thief in the shadows. But when she's captured trying to rob a vault that belongs to a secret guild of villains, she's offered a hard choice: prove she has what it takes to join them or be eliminated. Apprenticed to one of the world's most powerful (and supposedly dead) villains, she is thrust into a strange world where the lines that divide superheroes and criminals are more complex than they seem. The education of a villain is not an easy one, and Tori will have to learn quickly if she wants to survive. On top of the peril she faces from her own teacher, there are also the capes and fellow apprentices to worry about, to say nothing of having to keep up a civilian cover. Most dangerous of all, though, are those who loathe the guild's very existence. Old grudges mean some are willing to go to any length to see the guild turned to ash, along with each one of its members. Even the lowly apprentices.
Despite having their secret revealed, the residents of Melbrook Hall return to Lander University for another year in the Hero Certification Program. Good thing the focus of this year is teamwork, because with their origins known they’ll have to lean on each other more than ever.
Now finally sophomores, their curriculum expands, allowing them to train in the majors that Heroes specialize in. The new classes will test their minds, bodies, and determination in ways never anticipated. In a year filled with the unveiling of secrets, unexpected entanglements, and, of course, super-powered battles, who will be left standing is anyone’s guess. Because if all that weren’t enough, more light is being shed on last year’s kidnapping attempt, and the results point at something far bigger than mere rogue educators.
Something that isn’t even close to being over with.
The final year at Lander has finally arrived for the Melbrook students and their peers, and with it comes a whole new set of challenges. Still reeling from the events of their junior year, the remaining students will have to push past their pain - and so much more - if they hope to be one of the ten to claim the title of Hero upon graduation.
Constant tests and trials await the senior students. Beyond simulated missions and classes, they’ll also have to buckle down to learn about agents, prospective teams, internships, and other seemingly endless elements of being a Hero.
For some, however, the classroom is only one aspect of the trouble that lies ahead. Long-buried secrets have been unearthed; old mysteries are finally unraveling; and what lies at the center of it all has the potential to rock the realm of Heroes to its very foundation.
Junior year has come for the remaining students of Melbrook Hall, and it promises to be the most difficult one yet. With one of their own gone and another under serious investigation, none of the former Powereds knows how many days remain for them in the Hero Certification Program.
The time they do have will be filled with more trials and classes, honing their skills as they work toward the increasingly difficult goal of becoming Heroes. Ample new challenges await them, and not all of them can be met on the safety of Lander’s campus. Fallout from last year’s final exam has stirred the interest of many parties, not all of them friendly.
With enemies pressing in from all directions, it’s going to take new alliances, dedication, and countless hours of training if they want to last another year.
**Update** 8/23/2013: Professionally edited.
Knowledge is power. That would be the motto of Lander University, had it not been snatched up and used to death by others long before the school was founded. For while Lander offers a full range of courses to nearly all students, it also offers a small number of specialty classes to a very select few. Lander is home to the Hero Certification Program, a curriculum designed to develop student with superhuman capabilities, commonly known as Supers, into official Heroes.
Five of this year’s freshmen are extra special. They have a secret aside from their abilities, one that they must guard from even their classmates. Because for every one person in the world with abilities they can control, there are three who lack such skill. These lesser super beings, Powereds as they are called, have always been treated as burdens and second class citizens. Though there has been ample research in the area, no one has ever succeeded in turning a Powered into a regular human, let alone a Super.
That is, until now…
*Note: This is Book 1 of 4 in the Super Powereds web-novel series. Others will become available on Kindle as they are created.
Putting the Grand Quest behind them, the party rides onward in search of answers. Between one member’s unexpected new condition and the mysteries of the Bridge, their only hope appears to be gaining entrance to Lumal, said to hold the greatest collection of knowledge in all the kingdoms.
But when a curious path appears in a seemingly uninhabited forest, the party finds themselves in a place set apart from the kingdoms, and the world at large: a hidden hamlet, filled by unusual people, all of whom have long histories of their own.
Soon sealed inside the town by unseen forces, the former NPCs will have to uncover what brought them there --and who is keeping them trapped-- while there’s still time to fight back. Because something more is brewing, something involving the very gods themselves. With unknown enemies to the front and supposed allies at their rear, the party will need more than their usual tricks if they hope to see the outside world once more.
Fleeing from a vengeful king has sent the former NPCs across Solium’s borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs.
Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they’ll have to tackle an all-but-forgotten mystery buried at the town’s border, as well as seek the wisdom of a mysterious group of mages.
With time, magic, and at least one god against them, it will take everything they’ve got to save Briarwillow, and themselves
Adventuring is a costly affair, and while the tolls are often paid in blood, gold can drain away just as quickly. The party’s trek out of Solium and across the lands of Alcatham has left them with only a handful of gold between them. Fortunately, they have drawn near Camnarael, Alcatham’s capital, where all manner of quests--and rewards--await.
But all is not as expected in the capital. Unusual occurrences have been happening throughout Camnarael: figures in the shadows making unsavory bargains, attackers harassing innocent parishioners, and adventurers from all over the land gathering to partake in a Grand Quest offered by the royal family. Most curious of all are the rumors that speak of a strange artifact serving as the reward for this rare and legendary quest... an artifact that sounds just a bit too familiar to the former NPCs.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.