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Aurora Divide

by Danny Morris

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1.
Title Screen 01:09
2.
Brookdell, the home of the main character, is the largest port city on the continent, acting as the center of trade and travel for all of the surrounding lands. This incredibly large city is heralded as a sanctuary, as it practices an open arms rule for travelers and refugees alike. With a fair and generous leader and many opportunities for employment, the city attracts people of all walks and lifestyles, yet even with the potential for violence, the haven hasn't seen war in centuries. It's main export is seafood, as the wide ocean seems to never run out of fish for the busy fishers of the harbor to catch. The city is teeming with positive energy, and anyone within its walls can't help but to have a happier outlook upon life. For many, Brookdell is a beacon of hope and prosperity. Brookdell is nicknamed the City of Lights, for when the sun sets, the incredible harbor can bee seen for miles. Nearly one hundred lighthouses, each one proudly displaying Brookdell's banner of a lighthouse and sunrise line the coast, ensuring safe passage for ships to and from the city.
3.
The Holy Temple of Sen'valah exists deep under the calm waters of an unnamed enchanted lake that lies between two high rising mountains. While most of it is hidden underwater, it's two top mossy-covered tiers peek just above the lake's surface. Holy clerics and priests who wish to devote their lives to learning the healing powers of the water goddess Undine must pass a final test at this very lake. The ruins lie well below the water's surface, and in order to gain access, the tested individual must swim the seemingly impossible distance to the front arches on one draw of breath. This test questions the bravery and trust of the individual, as the distance is so far that if one were to blindly swim to the arches of these majestic underwater ruins, they would surely drown. If the tested cleric-in-training makes it to the arches with a heart of trust and fearlessness, the goddess of Water will sweep the person into the safety of the main cathedral with strong water currents. It is here, in front of a small unadorned pedestal on which a large rainbow-sheened pearl, that the cleric will be infused with the knowledge of living water; learning how to manipulate the latent restorative powers of water as well as gaining the ability to draw breath underwater as if it were normal air. It is said that these ruins have been here for a great number of centuries, yet the blessings of Undine surrounding the lake protects the structure from damage, as well as from thieves who may wish to steal the blessed pearl of Undine.
4.
Far to the south of Brookdell, across an ocean and a continent lives the fire blesssed people. In the lands known as Dramchea, these militant like people have adapted to the flame bathed lands, living among the many active and dangerous volcanoes of the continent. In the heart of the land lies Armex Keep, a vigilant and stoic castle town hewn from volcanic rock and brick. This castle lies between two semi-dormant volcanoes which haven't spewed lava for centuries, but mist a constant silver ash. A 35-foot high wall protects the keep, dotted with archer posts and lookout towers. A copse of trees surrounds the wall and acts as a barrier between the militant city's walls and the volcanic mountainside. Armex Keep is the center of melee combat training for all of the surrounding lands, and it's said that any outside man or woman who is able to complete the training that all Armexian soldier goes through each morning would be granted a shield blessed by Djiinni, the war-goddess of Flame. Presently, the Armexian army has only seen one shield leave it's walls in the hands of an outsider. The only practical way into the highly fortified keep is through the Passage of Ashes, an upward-winding paved road that swings through the western most dormant volcano and leads into the city by the use of a drawbridge. Even with Armexian foot soldiers acting as escorts for merchants and overconfident fighters hoping to earn a shield of Djiinni, the road is still a treacherous one, as it is riddled with creatures who are adapt at striking from the ashes as if they were shadows, as well as many places where a miscalculation in step would send an unfortunate traveler off the side of the volcano and to his or her doom. The road is nicknamed "The Road of Grim Rain" by travelers, as the incessant fall of gray ash dims the sun and dampens the spirits of those not used to the burning lands of Dramchea
5.
To the southwest of the fortress of Armex Keep, a lush forest grows between the sea and the fiery mountains. It is named Yddramis, after a serpent god from local folklore, for when it is viewed from high above, it has the appearance of a long snake traveling perpendicular to the sea. Lying in the valley of volcanic mountains and the salty sea, it's origin is strange indeed. It is speculated that the grand forest is constantly nurtured by the flow of ashes that travel down from the northern winds. Rumored to have been blessed by Mviah, goddess of the Hunt, the seemingly enchanted forest brims with lush life and foliage. One rarely finds a dying plant or animal within it's boundaries. Deemed a holy place all people of the land are forbidden to take an axe to any tree within its bounds, under threat of punishment by law. Rangers and hunters studying the earth-attuning lessons of Mviah often come here to meditate and reflect upon their ideals and inner purity. According to legend, Yddramis Forest is so at peace with the world that a traveler deep within its trees will be within a veil of silence so quiet, that he will be able to hear grand stories told by his long-passed ancestors, giving Yddramis the nickname, the Forestof Whsipered Memories.
6.
Between the port city of Brookdell and the close-knit farming community of Fourtowns, The Fairfax Mountains offers a natural divider between the two communities. As both town became established, it was necessary for a path to be created between the two for trade and travel purposes. Fortunately for both, a natural stone trail weaves it's way through the center of the mountain range. The unnamed path was quickly cleared of monsters, and high wooden fences were erected on the sections of the path where one might topple off of the side. The path is notably easy to travel, accommodating a person on foot as easily as a caravan of wagons. A person on foot can clear the trail in just under a halfday, waking at a leisurely pace, but he may choose to rest at the many huts set up periodically along the way. While the unnamed path is relatively safe, a few detours could land a curious traveler in the face of beasts. However these monsters are not too terribly formidable and fledgling warriors and mages use these off-the-road paths to hone their skill in combat and survival.
7.
The farmlands of Fourtowns is, as the name suggests, a loose community of four smaller townships that have come together under one common name. Wrought together through war and hardships, they found strength as a single unity. There was a time that each of these four smaller communities each had notable strength and independence. However, a vicious struggle to control the rich farming land, located in the center of the four townships, caused the already strained peace to dissipate. Two of the neighboring towns declared war, and the other neighboring towns were dragged into the struggle. Many of the citizens of the four warring towns, soldier and civilian alike, perished in the battle. Ironically, the leaders of the two townships that began the warfare died in their own battle. The survivors of the horrific incident, realizing the error of their greedy ways, came to realize that in unification they could survive. They quickly formed an alliance, and worked hard to forget the animosity whilst forging a new found era of peace. A stark contrast to Brookdell, the people of Fourtowns live a humble life by tilling and working the the abundant farmlands at the center of the community. The royalties made from exporting fresh fruit and vegetables to Brookdell is pooled, where its citizens are trusted to only take what they need. The citizens of Fourtowns is a shining example of a people who are able to recover from immeasurable losses, as well as a people who are willing to forgive their enemies of past sins. (I have two versions of this song. The other version has some percussion in it, which can be
8.
Amissa, a frigid continent far to the north, is enchantingly beautiful and deceptively dangerous. It's freezing temperatures and unforgiving winds deter most travelers, but there are a select creatures, animals, monsters, and humans alike, who claim Amissa as their homelands. The frozen lands are disconnected from the more civilized lands through nature, literally a gargantuan island in the middle of the ocean. In addition, all along the ridges of Amissa are jagged frozen mountain ranges, so the only practical way to travel to the lands are through magic or airship, and it normally takes an overwhelming amount of coin or trust to convince a mage or pilot to go. Interestingly enough, this land is home to one of the world's most fascinating natural wonders. In the exact center of the continent grows a massive magical rose that reaches to the heavens. The green pollen from this large flower rides the wind and merges with the pure snow, giving it a emerald color. At the base of this flower is the continents only town, a hardy, but poor community, ironically named Sunveldt. It is said the snow mixed with the green pollen has magical properties to curb hunger, fight illness, and sustain the body through intense temperatures. This may remain a rumor, as few scholars or scientists from the mainland, comfortable with normal temperatures, are brave (or foolish) enough to investigate.
9.
Completely exhausted from traveling through monster ridden forest and battling persistent beasts for weeks upon weeks, you stop at the front gates of Gnomish fortress of Shoftettae (Safe Haven Outside For The Everyday Traveling Traveler And Entourage). As the four foot perimeter gnomish guards check your packs once, twice, a third, and then a fourth time for dangerous or questionable content (as per gnomish standard, you can never be too sure!) you heave a great sigh as a pile of your possessions gets large and larger. You're going to be made to identify each reagent, each weapon, each and every tome you own. You sigh again as one of the cheeky little gnome guards brings over one of your minor spell-casting tomes and asks you in the complicated gnomish vernacular to explain what the tome is for. As you painstakingly identify every item, you start to entertain the idea of taking back to the road. Why do gnomes have to have overly complicated rules for everything!? You finally get to pass through the iron wrought gates, but not before you're handed a map with every single detail about the fortress drawn, written down, circled, underlined, italicized, and translated into all 36 common and uncommon languages of the world. After sticking the "book" in your pack, you finally get to pass through the front wall's gates. Of course these are reinforced with iron, steel, wood, more iron, brick, wool, and cloth (just to be sure!) You heave yet another heavy sigh and start to seek out the inn. As you carefully travel the spindly roads, (Gnomish roads are incredibly efficient and each one is sure to lead to two other roads and/or six locations, at least. Don't get lost!) you can't help but to notice the Fulmtafoxafir building. (Fantastic Ultra-Librarylike Mansion Transmorphimizer Apparatus For Organized eXperiments And For Incredible Reading!) You're not sure if it's a mansion or a giant machine, as cogs, steam pipes, and all sorts of strange whistles and doohickeys adorn every part of it's outer structure. Against your better judgment, you seek to satisfy your curiosity and enter the front door. (At least you think it was a door. It may have doubled as an oven or a forge, seeing as it was spewing fire through its grates.) Expecting the typical organized chaos of the gnomish race, you're quite surprised to see an incredibly tidy and extensive library past the front doors. (It even looks like a normal library!) You're not sure how the gnomes managed to filter out the noise from the roads, but you don't complain and you take a seat at one of the nearby ebony chairs and allow your eyes to follow the towers of bookshelves to the ceiling. You're not seated for long however, as the sound of a snare drum cadence scares you to your feet. Out of the corner of your eye you see a group of young gnomes dash under a table, and you're smart to do the same. (If even a overly curious and incessant gnome takes cover, you'd better be sure to do the same!) You hear a lone female gnome scream out "TIME!", notice her slam a large red button at her desk, and all of a sudden, chaos ensues! The seemingly normal rows of bookshelves start to quake and tremor, and start shifting positions into the ceilings as laboratory equipment rise from the floor. Beakers, Test Tubes, huge crucibles, mechanical unfolding tables, and an assortment of tools and machines you can't even begin to identify fly from the floor by some incredibly complicated gnomish technology and replace the encyclopedias, maps, and chronicles in seconds. After the floor stops shaking and the silence is restored, you cautiously peek your head from the table, and incredibly, the extensive library has transformed into an extensive laboratory! You can't help but to smile as you watch grumpy gnomish bookworms exit the front doors and fledgling gnomish scientists rush through to get a good spot at one of the many experiment tables. You dust your clothes off and toss the Fulmtafoxafir attendant who pressed the button a questioning glance. "What!?" she quirks up, throwing you a crooked smile. "Don't tell me you've never been through a Mansion Transmorphimizer Session before! Oh, the process is very simple! Hold on, I've got the manual right here, I'll explain it to you..." She reaches behind the counter, rolls out a dolly with the biggest tome you've ever seen on it and starts to roll toward you, intelligence brimming in her eyes. You scramble out of the front doors (Watch the flame!) before she can get a chance to go into further detail.
10.
South Percell is a small community located on the western edge of the world. It's inhabitants are under the cruel thumb of a sadistic ruler as a result of an unprovoked invasion 16 years ago. The neighboring militant city of Marisek once enjoyed peace with the quaint farmlands of South Percell, but when the kind leader of Marisek passed away after losing a long battle with an illness, his only daughter assumed leadership. The princess-turned-leader did not inherit any good qualities from her father, and soon after murdering her frail mother she turned the once aspirant city of Marisek into a dominating force of warfare. The princess assumed the pseudonym "Maven", and decided to enact her vengeance on the nearby town of Percell. On a cold winter afternoon, she marched her army right through the meager walls and demanded leadership. After killing all who stood to oppose her, the Maven had her laborers build onto the town of Percell to begin the manufacturing of weaponry. Her plans had no sympathy for the houses of the families that lie in the way of her building schematics, and where promptly destroyed. After construction was complete, all of the remaining inhabitants were evicted from their homes and made to stay in a crudely built copse of shoddy homes south of Percell's walls while the rich citizens of Marisek claimed their old domains. The inhabitants of North Percell enjoy a gaudy life of wine and money at the expense of the suffering inhabitants of South Percell. No members of South Percell may leave of their own free will, nor enter the gates of North Percell unless they buy their freedom. Unfortunately, work is hard and scarce, and the infantry of North Percell find sport in robbing their meager earnings. The Maven, who ironically stole her moniker from a female mace and shield wielding hero of local folklore, is not only an accomplished fighter with her spiked cudgel and Red Skull-shaped Bulwark, but has inherited her father's ability to control the local weather. As a testament of complete domination over South Percell, the Maven keeps enchanted storm clouds over the slums, eternally drenching the bodies and spirits of the people within with cold, unrelenting rain. The desperate, poor citizens of South Percell have all but given up hope that a savior will come and relieve them of their never-ending torment.
11.
Veneplr Island is a fair sized landform a fortnights sail northeast of Brookdell's port. This island was blessed with a location on the worlds equator, making it the prime spot for the growth of an island paradise. With warm beaches and year round beautiful weather, this inviting island is indeed a paradise, and those who have the money visit often. The island is home to lots of distinct and colorful flora and fauna. Past it's shores is Veneplr City, a haven of relaxation, entertainment and energy. The lively city, akin to Brookdell, boasts an atmosphere of peace and well-being, and is home to an extensive theater and concert hall where visitors may partake in musical talent from all over the world. In addition to humans, this island is home to a species of humanoid named the Khriya, which resemble six-foot bipedal rabbits. The free spirited Khriya are very social (to the point of annoyance by human standards) and live by a simple life credo, Daus Menet'e, Daus ahv Dyivana'we, which translates to Live life, Live for Freedom. In addition, the native language of the Khriya is heavily influenced by rhythm and song. Saying something with a quick inflection and high pitch can give a word a completely different meaning than the same word spoken slowly with a low pitch, therefore a large group of Khriya having a spirited conversation can be mistaken for song. The Khriyan word of Veneplr roughly translates to "Paradise", but through subtle shifts in pitch and rhythm can also come to mean "Heartbeat" or "Family".
12.
The open market city of Jsimbe is located in a vast desert between the lands south of Brookdell and north of Armex Keep. This dusty, windswept city may not look like much from the outside. It's sand-hewn walls are cracked and debilitated, and on first impression it would seem the city was in a state of poverty. However on closer inspection, past it's crumbling walls there is a lively trade market and melting pot of exotic races inside. Like any big city, there is another darker side to the coin. This city is also the center of black market trade, as well as the business of covert assassination. A number of secret assassins' guilds make their home here, and for the right price and the right motives, a person can hire an underling to do his dirty deeds without losing social status. By some quirk of nature, the sands in a one mile diameter around Jsimbe have taken on a red tint. There are many rumors to why this is, including scientific explanations of a copper-like substance under the ground, but there is no real concrete evidence to why this sand is such a deep hue of red. Many con artists make a living collecting this sand, and use pressure and heat to condense the sand down into glass to pawn them off to unsuspecting travelers as rare gems.
13.
Nascent Ruins is located on an icy peninsula off of the Northern coast of Amissa Island, hidden by the emerald snow. Only an experienced traveler with an accurate map and strong will to traverse the ice would discover these ancient ruins of a race long forgotten. While the outside of these ruins seem desolate, once a traveler gains entry, they will begin to see the truth of these technologically advanced structures. Thought to have been built by an intelligent race from another planet eons ago, much of Nascent Ruins remains unexplored simply because explorers cannot figure out how to open the sheen metallic doors. The Constellation Halls, nicknamed as such for the appearance of its inner walls and floor, lie at the center of the ruins in the largest high-domed structure of the complex. Upon entry, explorers are surprised to see that the floor and walls seem transparent, and upon closer inspection a learned traveler will realize that the walls and floor replicate a moving solar system, one that they are free to walk around and explore up close. A single black onyx pedestal adorns the mostly empty room, and upon it are slots and dials, as well as other panels and what is believed to be a fingerprint recognition device. While there is still power running through the pedestal, it is highly advised to travelers to not attempt to activate the contraption. It is common knowledge that an adventurous scholar made his way to the very pedestal, and upon trying to activate the device numerous times with his own hand, accidentally triggered a defense mechanism that showered him and his entourage with incendiary weaponry reminiscent of a meteor shower. In addition to the only pedestal, in the corner is a bipedal machine of some sort that is in poor working order. The metallic material it is composed of has yet to be identified, but is a constant subject of curiosity since it seems to repair itself slowly over time when damaged. It was switched on once, and to the shock of the adventurer who found the button, the robot accosted him with quite colorful language and turned itself back off. Rumor is that the onyx pedestal is the key to discovering an airship of incredible technology that is powered by cosmic energy. No adventurers have yet discovered the secret to the mysterious onyx pedestal, however many are satisfied with gazing upon the energetically active solar system display upon its walls.
14.
Helfeste, the Goddess of the Hunt's personal garden, is a place of legend. While many people know the stores of this enchantingly beautiful, yet simple glade, none know its precise location. Legend says that Mviah's best friend was her silver dragon, Kennevy. The story says that the goddess rescued the dragon from certain death after a blast from a rival monster sent it plummeting from the air. After shooting the evil monster from the sky with her golden crossbow, Mviah ran to the creature's aid, and nursed the dragon for the next 14 years until the dragon was able to fly on her own again. In the time of nursing, Mviah and the dragon Kennevy established an unbreakable bond of friendship and love. Mviah was bolstered by Kennevy's courage and willingness to survive, and Kennevy learned how to be compassionate and how to love another being. One day, Mviah was out hunting in the forest of Yddramis when she heard a cry for help. Running to the source of the shout she was mortified to see that there was a small child being attacked by a pack of monsters. Without a second thought, the goddess rushed forward with intent to save the child. However, this was nothing more than a ruse. As the goddess reached the child, an enchanted trap was sprung, encasing her in a pyramid of binding magic. The child smiled, and transformed into the very evil monster she had shot out of the sky nearly 15 years ago when she saved Kennevy. As the evil monster prepared a spell that would shatter the pyramid and kill the goddess, Kennevy rushed through the forest, and in an ultimate sacrifice, used her latent magical skills to push through the pyramid, knocking Mviah free but trapping herself just moments before the deadly trap exploded. Mviah shot down the evil monster for good, but mourned greatly over the loss of her close friend. In honor of her slain friend, the goddess Mviah poured a bottle of her collected tears out onto the ground. In it's place sprung up the blessed glade of Helfeste. The hidden glade is a magical garden in which every member of flora within is a shimmering silver color, from the silver roses that adorn its golden walkways to the silver waters that run through it's creek. Every plant within bursts with latent life energy, and a mortal could use these plants to grant himself eternal youth. This glade represents the eternal mourning that Mviah experiences when she remembers Kennevy's sacrifice to save her own life.
15.
The Tower of Ausvelt drifts above the sea and clouds, magically suspended in the sky by the powers of four revolving opal shaped crystals that orbit around it's base. This holy citadel is said to be the home of Luminesce, the Divine Goddess of Light. Only a handful of humans have ever seen this majestic tower, and even less have had the opportunity to step within its walls. Legend states that in times of dire crisis, the divine spire will make itself present to seemingly ordinary people and through the power of suggestion, bid them to enter. By all conventional means there seems to be no way to gain access to this tower, so it is assumed that entrance must not be sought out, but granted. Within the tower thousands of prisms are suspended from threads of enchanted silver, which cascade down the inner tiers like waterfalls of rainbow glass. This impossibly complicated work of art is, in reality, a light based system designed to grant wisdom and worldly insight. The Tower of Ausvelt has not been seen in decades, not because it does not exist, but because the outside of the 9 tiered citadel is enchanted with a reflective surface, and looks like nothing but wispy clouds when viewed by the normal eye. Only through magical means can one see this majestic holy tower.
16.
(Excerpt from an anonymously written poem) There was once a town named Valcinde Whose folk would dance and sing Their tales were lively and gay Voices uplifted, winter, fall or spring Until that fateful moonlight night A thick fog crept through the air The happy folk still sung and danced Without so much a simple care Fate was unkind, for the fog was doom A magical scourge that stole all breath Those caught within its black grasp Clutched their throats in the ilk of death The fog crept away, its claws gorged on blood as the people withered in its wake Defenseless and weak, Thieves smiled wide and stole through, taking all they could take The dead were left to rot, without a prayer the few still alive saved all they could save They quickly buried their loved ones In ditches that could barely be graves The town crumbled, its song never heard Walls into pebbles, trees into dust But the spirits of the folk were stubborn Sing and dance they surely must! The only building left was the dance hall It's sturdiness withstood the brunt of time the dead rise to continue their macabre song when fourtimes the old bell chimes Wary, Traveler! This land is cursed! Do not stop, for the dead still dance! Should they see you, their eyes will stare And you shall be caught in death's trance! Danger lurks, a town turned catacombs a dance hall where the dead dance, free beware, for if you hear the bell fourtimes chime I beg of you, poor soul, you must FLEE!
17.
Hidden beneath the complex matrix of defense mechanisms within Nascent Halls lies a great pinnacle of advanced technology. A ship lies dormant there, awaiting a pilot to seek out its controls. Sleek and mysterious, the vessel is spacious yet incredibly efficient. Its design makes maximum use of aerodynamics to gain the best benefits of travelling through the air while conserving energy used for motion. This ship does not use any sort of conventional fuel. Its engines run on a mix of light and magical energies that combine to create an infinitely renewable source of power. Three solar rings orbit the tail end of the ship which draw in and extract power from solar and lunar light. This light is then transferred through to a conversion station where it is metamorphed into a high quality yet non-toxic source of energy. The consumption of this fuel leaves no harmful byproducts, but is used quickly if the ship reaches very fast speeds. This ship is capable of changing its outer hull to adapt to traversing through many different terrains, including deep underwater and the edge of space. The CPU is nearly sentient and holds a vast knowledge of information of the world, and prefers to be referred to as "Pryas". This particular ship is named "The Equation", in reference to the light-absorbing receptor rings around its tail end. The strange markings that adorn the outer edges are vaguely reminiscent of notation in very complicated math problems.
18.
19.
You hear the call from over your shoulder, "Fall back, they're too strong!". Your party leader, and trusted friend, was always known to be rash, but he's proven to be incredibly resourceful in times of danger. He has pulled you out of so many situations you were mentally preparing to die for. You heed the call, and you turn your body to sprint away. However you're not prepared for what you see. Your heart drops from your chest as your eyes fall on the body of one of your fallen comrades. The sweet young Khriyan mage who you rescued from the mines just a few months back. The young lady who was so gifted in the ways of healing and peace, lying broken on the grass just a stone's throw away from you. A behemoth with a bloody club stands over her, grinning in satisfaction. He hits her just one more time just for sport. The sound is sickening. "Run, archer!" You hear your party leader scream, but it sounds surreal. You spin again, and freeze as you see another behemoth swing one of those deadly clubs with blinding speed and accuracy. Your party leader tries desperately to parry with his broadsword, but there is no strength in the block, and the heavy handed blow crushes the blade viciously against his chest. He falls. He doesn't move. You are the last one standing. You scream out in defiance, and you reach into your pack for a Remedial Fern. If you can just make it to the Khriyan mage and revive her before her spirit is gone for good... Suddenly, your sight blackens as you feel something sharp jolt between your shoulder blades. Your breath becomes hard to grasp and you feel yourself falling to one knee, leaning heavily on your crossbow. Another jolt hits your back. Then another. Through the red haze, you manage to see the behemoth slowly saunter towards you. You manage to catch him congratulating a hidden archer on a well aimed shot, and you realize the source of the burning pain in your back is a poisoned arrow. You can barely lift yourself from the ground; your body is stiffening from the paralytic poison. You fall to your chest, your breath coming in ragged intervals. You can no longer move your arms. It is inevitable, you have lost. You say a short prayer to Mviah, Goddess of the Hunt, and ask for a swift, clean death. The behemoth, with his cruel blunt club, does not grant your wish. Game Over.
20.

about

This is a project that was completed over the course of four months of learning, relearning, and mastering. Please take the time if you can to leave any comments or criticism for my first album release! :)

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released November 7, 2009

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Danny Morris Bellevue, Washington

Sometimes I roll my face on the keyboard while I'm in Fruity Loops, and if I get lucky, pretty sounds come out of my computer :o

No but seriously, hi :3 My name is Danny, and I'm a guy that writes music that hails from Washington. I primarily write Videogame/Film Score , but I dabble in electric music and experiment in other genres frequently.
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