Armouron series by O.B. McGann (Oisín McGann), Richard Dungworth (Books #1-4)
Requirements: ePUB Reader, 7.09 mb
Overview: Oisín McGann: Born in Dublin in 1973, Oisín spent his childhood there and in Drogheda, County Louth. He started writing and illustrating stories in copybooks when he was about six or seven, setting himself on a path that would steer him well clear of ever obtaining of a proper job. Despite his writing habit, he spent most of school convinced he was going to become a zoologist, an aspiration he lost after taking his first art exam in third year at St. Olivers Community College. Unable to conceive of a way to make a living from writing fiction after his Leaving Cert., he decided to fund his dreams of being an author by working as an illustrator. He signed up for a design and print foundation course in Ballyfermot Senior College, Dublin, in 1990 and then studied animation at Dun Laoghaire School of Art and Design. In 1992 he dropped out of college to set himself up as a freelance illustrator/artist, serving the publishing and design industries. In 1997, he took up a position as Background Layout Designer for Fred Wolf films, working on the animated series of Zorro. After completing his contract, he decided to expand his horizons and left for London in February 1998 to seek his fortune. He found gainful employment as a security guard, watching over trains and then hospitals. In January 1999, he joined the M&M Consultancy, a small advertising and design firm, as art director and soon expanded into copy writing. After three and a half years of working in advertising he became increasingly concerned for his immortal soul. He returned to Ireland in the summer of 2002 much as he had left – with no job, no home and some meagre savings. He set himself up as a freelance illustrator once more, before getting his first books published in 2003. Oisin now works full-time as a writer and illustrator. He lives somewhere in the Irish countryside, where he won’t be heard shouting at his computer.
Richard Dungworth has written over forty books for children and began his writing career as an in-house author, working on non-fiction, first at Usborne Publishing, and later at Ladybird Books. Since going freelance, he has created original stories to support a wide range of exciting licensed properties such as Doctor Who; Wallace and Gromit; Transformers; MI High; Captain Scarlet and The Incredibles. Richard lives in Leicestershire with his wife and two young children. Richard’s rather unfortunate surname comes from a village in South Yorkshire, where his ancestors lived. It means ‘a dwelling with dried cow pats for roofing’. Lovely.
Genre: Children’s Books > Fantasy
Each book is set in the amazing futuristic world of the Armouron, where mobile phones are the size of grapes, policemen are androids and the people of Nu-Topia live and breathe for the Gladiator Games – where celebrity warriors do battle in an arena. A greedy dictator called the Chairman rules Earth and the only thing that has him quaking in his boots is a group of ancient powerful knights called the Armouron. After centuries of battle, most of the Armouron knights have been killed off or banished to the far corners of the universe. However, right under the Chairman’s nose, an old Armouron knight is training five apprentices to become a new generation of Armouron. They learn the secrets of the Armouron order, and are given a bespoke set of armour that enhances their natural abilities.
Each book will take you on an adventure filled with aliens, distant planets, mysterious power-wielding medallions, battles and deadly robots – all seen through the eyes of our elite group of Armouron cadets. This rag-tag team of courageous young heroes is on a quest to free civilisations from tyranny and to overturn the Chairman and his army of White Knights. Will justice and peace prevail? And will the Armouron live to survive another generation?
The Armoured Ghost (Armouron #1)
The book opens with an old knight on a distant planet, fighting to keep five medallions from the
Armouronaut, a robot built from the armour of ancient knights and powered by the mysterious thirteenth medallion. It was created by the chairman to defeat the Amouron and destroy all it came into contact with.
Ten years later, the four orphan apprentices are taken under Salt’s wing at the Academy. As this happens, they realise they have all been harbouring suspicions that the Gladiator Games are fixed. As they set about investigating the games, Salt enlists them into the Amouron.
When they start operating as knights for the first time the Chairman is so alarmed at what seems to be the re-emergence of his old enemies that he awakens the Amouronaut and sends it against them.
Lying Eyes (Armouron #2)
On a training mission in the city at night, the Armouron come across a massive war machine standing in the middle of the city’s largest park. Thinking it must be a hologram, as there is no other way it could have landed without anybody noticing one of them throws a stone at it. It responds by turning its guns on him and blowing a hole in the spot where he was standing a few seconds earlier.
Chaos ensues. The machine had been put in the park to test an experimental cloaking device. It had treated the stone throwing as an attack and deactivated the cloak to use its weapons. The White Knights descend to enforce order and the park is cordoned off…
The Caged Griffin (Armouron #3)
A non-conformist group living an outlaw existence just outside the perimeter of the city has become a thorn in the Chairman’s side. He decides to act but reckons without the groups’ unexpected allies, the Armouron. Through secret tunnels the Armouron put up a desperate fight to help the outlaws.
But as the Chairman’s military chief captures the outlaws under an electromagnectic shield, time looks to be running out…
Prisoner on Kasteesh (Armouron #4)
Set out of the reaches of Earth on planet Kasteesh, home to the lizard creatures.
Every generation of the Armouron has a lizard rider in their group, a knight who has a very special relationship with the lizards on Kasteesh.
When Snow, one of the orphan cadets, is drawn by an insistent voice in her head to a interplanetary freighter she is overcome and collapses. When she wakes up she finds herself on Kasteesh and right in the middle of a mission to rescue the lizards that are being experimented on by the Perfect Corporation for their amazing telepathic powers.
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