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Get Off My Island!

November 24, 2017 by Alde Baron

Available exclusively on Amazon Kindle and Kindle Owners’ Lending Library, until Feb 2nd, 2018.

An exciting and hilarious romp through an island filled with wacky talking animals, a hard-working fairy, and an unscrupulous set of pirates. Basil, the resident handyman of the island, fights to scare off Captain Whiteboot, who has arrived in search of the fabled unicorns.

Get Off My Island! is a short story of roughly 10,000 words.

The Quest Logs are short stories set in the world of Farrago, across the Anzerik Continent. Each tale is separate, with an intricate weave of relationships between the main protagonists, Desi Baron, Walton Boshire, and Captain Whiteboot. As they journey across the land, they must deal with the schemes of the wicked mages, hooded and cloaked men and women bent on controlling the fate of humankind.

The short stories are written for ages 10 and up, and contain light references to fantasy violence, alcohol use, and some language not suitable for young children.

Buy on Amazon Kindle

Synopsis

Warning: This synopsis is an intended for parents to review before purchasing. It contains spoilers. If you’d like to read the full short story, click here.

Basil the Handyman Fairy’s work is disrupted when a friend tells him that pirates have passed near the island. After reassuring his friend that the pirates aren’t anything to worry about, Basil finishes his day with a trip to the unicorn races, and then home to sleep.

The next day, Basil is asked by the constable to investigate a troubling scene at the shore. Turns out, a mermaid’s carcass has washed ashore. Basil brings the mermaid’s body back to the coroner, and then returns to the shore to clean up the mess.

Not long thereafter, Captain Whiteboot arrives on the island with his crew, in search of the unicorns, and their lost treasure chest. Basil confronts the captain, but is unable to stop him from finding the fabled horses. Finally, the fairy manages to scare off the pirates.

Not to be outdone, Whiteboot returns to reclaim his treasure, and invades the morning after the annual Fairy Tale Day celebrations. Basil, hungover from the party, enlists the help of a known fierce beast, and though Whiteboot escapes with his treasure, the captain is scared off the island, never to return.

NEW! Zombie Mistletoe

December 3, 2017 by Alde Baron

Empress Noella commands Whiteboot to steal the mistletoe from Castle Graystone, in hopes that it will help her find a suitor to be Emperor. When the sea captain and his crew arrive in the dead of night on X-Mess Eve, they are in for a fright when the castle’s villagers attack them.

Zombie Mistletoe is an upcoming short story of about 5,500 words, that will be published on Amazon Kindle for $0.99. Zombie Mistletoe is written for ages 10 and up, with depictions of dismembered body parts, and may be suitable for ghouls with a bone to itch for the undead!


 

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Pirates and Zombies for X-Mess? Yes, please!

A Not So Normal Kingdom

November 20, 2017 by Alde Baron

Desi Baron’s sister has been burned alive. Determined to avenge her death, she steals her passage to the mainland to hunt down the murderer. When this island girl meets the strange and dangerous inhabitants of the Broke Kingdom, she must enlist the help of shady characters to navigate her way to revenge.

Armed with just a dagger and her wits, this is just the beginning of a journey that will bring Desi to unravel an evil that has plagued the kingdom for centuries.

The Quest Logs are short stories set in the world of Farrago, across the Anzerik Continent. Each tale is separate, with an intricate weave of relationships between the main protagonists, Desi Baron, Walton Boshire, and Captain Whiteboot. As they journey across the land, they must deal with the schemes of the wicked mages, hooded and cloaked men and women bent on controlling the fate of humankind.

The short stories are written for ages 10 and up, and contain light references to fantasy violence, alcohol use, and some language not suitable for young children.

Buy on Amazon Kindle

Synopsis

Warning: This synopsis is an intended for parents to review before purchasing. It contains spoilers. If you’d like to read the full story, click here

Desi wakes up to her sister’s body, that has been burned alive in a flash. She chases the murderer to the edge of the sea, but loses him at the shore. Determined to hunt him down and avenge her sister’s death, she spends weeks building a canoe and gathering supplies to travel to the mainland. Her plans, however, are smashed to pieces when Whiteboot and his pirates destroy her canoe.

Having stowed away on their ship, Desi arrives on the mainland of the Broke Kingdom. She quickly learns how desolate the place is, and is informed by the nearest locals that the man she is looking for may be near Castle Graystone. Equipped with a dagger, she heads into the kingdom, and is quickly met with strange and undesirable characters, and even the wicked murderer himself!

Desi seeks out the help of the local mercenary company, the Medieval Office, and even decides to go into the castle herself, not being one to wait. When she learns of a map that will guide her to whatever her heart wants, Desi believes it will take her straight to the murderer. Getting in was easy, but getting near the map is not, when she is kicked out.

With the help of the mercenary from the Medieval Office, Rose, Desi sneaks into the castle during the princess’s pre-pre-pre birthday party. She manages to get the map, escapes the capture of the guards, but is blocked from leaving the castle, when the mage, Sirzk, throws her into battle with his Golem.

After defeating Sirzk’s Golem, and thus Sirzk himself, Desi wakes up in the castle’s dungeon. Having destroyed the garden, she must now face punishment for her crimes. Not one to be locked up for very long, Desi escapes the prison, and then the castle. She heads off east, in the direction the map guides her, hoping that, now that her sister’s death has been avenged, she can get something a little more from this land: The Greatest Treasure, or so the map says.

A Knight’s Chance

November 23, 2017 by Alde Baron

Walton Boshire failed to protect the queen from assassination. Now that the only heir to the throne, Princess Emmillia, has been kidnapped, the knight of the kingdom sets forth in a fever to rescue her.

At three-foot-six, equipped with his sword, his suit of armor, and his trusty steed, Walton sets forth to redeem himself for a failed past. Though he vows to rescue the king’s daughter, can he rescue himself from the dangers ahead?

The Quest Logs are short stories set in the world of Farrago, across the Anzerik Continent. Each tale is separate, with an intricate weave of relationships between the main protagonists, Desi Baron, Walton Boshire, and Captain Whiteboot. As they journey across the land, they must deal with the schemes of the wicked mages, hooded and cloaked men and women bent on controlling the fate of humankind.

The short stories are written for ages 10 and up, and contain light references to fantasy violence, alcohol use, and some language not suitable for young children.

Buy on Amazon Kindle

Synopsis

Warning: This synopsis is an intended for parents to review before purchasing. It contains spoilers. If you’d like to read the full story, click here.

Walton’s day begins with getting a book that the princess has requested. After retrieving the book from the library, he cannot find the princess. His own men, the men he commands, get into some mischief and nearly damage the book. The only knight of the Broke Kingdom manages to get the book in good order, and delivers it to the princess.

That night, an old man visits Ashley, a wizard that resides in the Evilish Woods. Promising Ashley a power that not even the greatest of wizards have been able to procure, Ashley agrees to kidnap the princess, in exchange for this power, and a king’s ransom. When he attempts to kidnap the princess, his fumbling, bumbling attempts surprisingly succeed.

Walton, panicked that the young royal family member has been kidnapped, is instructed, reluctantly, by the king, to save her. Equipped with his sword, his armor, and his companion horse, Desperado, Walton sets forth into the Evilish woods to redeem himself for letting such a terrible event to occur.

The battle commences between the knight and wizard, and what trickery is this Ashley up to!? Walton must solve puzzles to get into and through the tower, finally reaching the princess. He manages to defeat the wizard, and saves the princess.