WELCOME TO MATERRA,
When the sun sets, where the light fades completely, the world is engulfed by Breu, and with it come the Breunts.
Virtually immortal, these creatures are capable of withstanding or regenerating from any conventional physical blow. Blades cut, arrows pierce, but nothing stops them. Only one force in the world seems capable of destroying them or keeping them at bay: fire.
Over the ages, humanity has shaped its entire civilization around this daily threat. Kingdoms have raised walls, social structures have been designed with nightly vigilance in mind, and entire armies have learned to fight with steel coated in Sunoil, an essential alchemical substance that keeps the flames burning on their blades without melting the metal during combat.
When day breaks, the Breuntes simply vanish into thin air, as if they had never existed. The horror lies in wait until the next sunset. Thus, over the centuries, the world has grown accustomed to the curse. For the people living within the great protected cities, the terror of the night has become a distant murmur, a routine swallowed up by daily life and the politics of the Age of Kings. Humanity has learned to ignore the fact that the world was not always this way. But ignorance is a fragile illusion. While people forget the true nature of the Darkness, night continues to fall, and the price for this forgetfulness is about to be paid.
In Materra, the end of the day holds no promise of rest. When the sun sets, darkness ceases to be a natural state and reveals itself for what it has always been: an ancient curse that constantly lies in wait for its next prey and devours it.
The Times of Sonoite is a deep immersion into a world built upon the fear of the night—a fear that the night itself has since forgotten. Here, high fantasy abandons facile enchantments and dons the heavy armor of historical realism. Every fortress erected, every political treaty signed, and every drop of the precious Sun Oil that fuels the flaming blades exists for a single purpose: to see the next dawn.
Told through the ninth art, the comic contrasts the oppressive silence that precedes the night with the visceral clang of swords blazing in the dark. It is a story about the weight of the ages, the danger of a flame that flickers out, and the fragility of a civilization that chose to forget what lurks in the shadows.
The day always ends, so Burn the Iron!
ABOUT
THE STORYS
Currently, The Age of Sonoite is being published in its original language (Brazilian Portuguese) in digital format and features two serialized titles: "The Door Is Open" and "Sellsword", published by the publisher and online reading platform - Zinnes.
Both stories offer different perspectives within this universe; while "The Door Is Open" portrays the more epic and urgent side of this world, "Sellsword" brings the reader closer to its rawer side, focusing on how ordinary characters interact with the challenges and horrors of Materra.
The door
is Open
Owin, the Totem Helmet, and his squire Aidan are forced to embark on a dangerous quest through the place most feared by their people.
As they strive to fulfill their mission, they will face dangers and unravel the ancient and terrible mysteries of this chilling and obscure place.
A story that promises to surprise and elevate the characters’ everyday lives to epic and terrifying events—a first glimpse of how, in Materra, no day is just another day.
Sellsword
Karlan, Odila, Skarde, and Fatso are part of a group of mercenaries led by the experienced Adal Widefeet.
Following the unexpected arrival of a mysterious boy being pursued by dark forces, they will have to face the most dangerous battle of their lives, plunging even deeper into the horrors that the night of Materra has to offer.
What sacrifices will they have to make to see a new sun rise?
