Welcome to Ancora

Blending gritty sci-fi, dystopian tension, post-apocalyptic survival, and supernatural mystery, Ancora tells the story of a rebel bloodline across 300 years of human docility.

Set in the Blue Mountains of Australia and the surrounding area, the story draws inspiration from real locations.

The History of Ancora

From Destin to Zia

One day, out of nowhere, Aliens appeared around the world. They came in peace, claiming their world was dying and that they only sought safe refuge. They offered technology and knowledge to the world, which it gladly accepted.

Then, over sixty years, they took full control, and not a single human being held any position of power. After the first rebellion failed, a man named Destin led the survivors into the wilderness. He had discovered that the mountains disrupted the alien technology. 18 tribes were formed, and soon after, the hunters came. The aliens had adopted primitive methods, using swords and crossbows to continue to hunt humans, but the humans were resilient and found ways to stay hidden.

By the time Zia was born, the human race had survived for almost 300 years. That's when things start to escalate. Old villains reemerge, and Zia’s family becomes the target. Zia is thrown into the world her father had been preparing her for her whole life, and she finds herself motivated to finish what her father started. To retrace Destin’s steps in search of a way to defeat the aliens once and for all.

The Tribes of Ancora

Scattered throughout Ancora's rugged mountains and northeastern coast are several tribes. Each one is named after an animal that has been exctinct since the aliens arrived.

The first tribe

Waterdog

Skipjack

Sometimes known as the tribe with no name. Hunters wiped it out before Zia was born; her parents were the only survivors.

To the northeast, this tribe is found between the mountains and the coast. Using fold down walls to hide when hunters get close.

Skipjack is a coastal tribe known for its high population of children. They take extreme care to protect their community.

Hawksbill

White Lion

Wedgetail

Hawksbill is the northernmost tribe known to the people of Ancora. A superstitious group that warns people of the dangers beyond their borders.

(Details to come)

Wedgetail rests on the cliffs west of Serak'thul Lake. From there, they watch the tribes below and warn them of any threats.

Peregrine

Thylacine

Ocelot

Peregrine rests on the eastern side of the Serak'thul Lake.

(Details to come)

(Details to come)

Gray Wolf

Wildebeest

Silverback

Home to the Pathmakers, Gray Wolf rests in Ancora's highest peaks.

At the foothills of Gray Wolf is the Wildebeest Tribe. It is where Runners are trained.

(Details to come)

Amur

Red Wolf

Pangolin

(Details to come)

On Ancora's western side, Red Wolf watches closely as hunters come and go through Hunter's Way. They are incredibly silent. Some can even get a jump on a naybuch.

(Details to come)

Plover

Nutria

Tiger Quoll

Plover sits on the western side of Serak'thul Lake. Hidden behind foliage-covered ruins of a crashed plane, it is famous for its fresh cocoa and fish. They offer a way across the lake for the right price.

(Details to come)

Tiger Quoll is located within a cave system northwest of the Zarethor River.

Vocations of the tribes of Ancora

Elder

Pathmaker

Runner

Elders are leaders of their tribes. Annoyingly friendly, sticklers for the rules, and yet somehow loved by all. (Almost all)

Pathmakers are non-violent mercenaries. They travel between tribes, mapping the safest routes and noting the ones hunters use regularly. As master storytellers, they are often hassled by children who long to hear about life outside the tribes.

Highly regarded, Runners sacrifice themselves to lead hunters away from their tribe. If they survive, they are destined to live in solitude, unable to return to their tribe or any other. Many end up travelling to the Abyss, a place where chaos reigns.

Wanderer

Tribesfolk

Former Runners (see above). The most respected of all, but also treated as cursed. Harbouring one can bring you misfortune.

The everyday people. They are illiterate and rely on oral traditions to learn their crafts.

✱ Extraterrestrial Archives

Alien Races of Ancora

Ketharim

Zeltholk

At the top of the alien hierarchy, the Ketharim are based on the Nordic aliens. They are physically attractive, condescending, and extremely arrogant. Classic “My way or the highway!”

Zeltholk are the next level down on the alien hierarchy. They are tall, lanky, and grey, and they do not speak. Emotionless, they care only about science. If they could speak, " ethical " would not be in their vocabulary.

Draon

Drakunni

Zarav

Draons are draconic in appearance (minus the wings). Over 6 feet tall and muscular, they are built for battle. They often wear a winged serpent emblem on their clothes or have it tattooed on their arms. They have several weak points that only a few know about.

Drakunni are essentially smaller, slender Draons. Easy to kill, but they always come in large numbers.

At the bottom of the alien hierarchy come the Zarav. They have bird-like faces; their hair is all feathers, and their skin is scaly and yellow. They have poor eyesight and a one-in-ten chance of spooking them.

The creatures of Ancora

Zarcip

Zardao

Naybuch

Born of Zeltholk experiments, Zarcips are emotionless mounts built for the military to navigate the earth’s rugged terrain. They are wingless dragons with incredible speed and the ability to climb almost any vertical surface.

A mount of pure muscle. Slow to gain speed and impossible to stop. Covered in scales, with curved horns protruding from the sides of its head and a cluster of feathers at the back of its head.

Naybuch is a creature born of cruel experiments under a hunter named Loch. Part eagle, part wolf, they have heightened senses, and their only fear is water. They hunt in packs and serve only Loch. (Inspired by the Nebuchadnezzar curse from the Book of Daniel)

black blue and yellow textile

More coming soon.