The Viking Creed. 100 rules to live, love & fight by.
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RUNA ERIKSON & The Viking Creed | 100 rules to live, love & fight by. The ancient Viking wisdom that inspired a generation of gamers to save the planet.
This professionally edited quartet has 16mn TikTok fans, receives 500 000+ teen views a week and requires a YA literary agent to monetarize. Less than 100 KDP copies sold in 2022 by design.
About the Author. Toby Garrad, Gamer Novelist. A writing student crafted by Jerry Jenkins and mentored by editor Sue Fitzmaurice Rebelmagicbooks.com. An MBA candidate in Sustainability and graduate of NASA’s 2018 space educator program.
The Viking Creed is a series of four novels and one playbook; BUILDING 9 (45k words), GAME ON (70k words), GAME OVER (70k words), ENDGAME (70k words), and THE VIKING CREED (Book of Wisdom).
Target Audience: The parents of 300 000 000 gamers
Similar genres/books: Squid Games, The Maze Runner, The Hunger Games.
Edited by www.RebelMagicBooks.com
The quartet in a nutshell: #TheVikingCreed - 100 rules to live, love & fight by. The ancient Viking wisdom that inspired a generation of gamers to save the planet.
QUARTET FRONTSTORY: NASA hijacks the world’s favorite game for the most dangerous experiment of all. Teenager Runa Erikson follows in the footsteps of her ancestors, unravelling the prophecy of the talisman. The making of a superhero. A space agency in crisis. Two worlds collide, when NASA takes on the Viking.
QUARTET BACKSTORY: Erik the Red, the world's most fearsome Viking of all time, is revealed as a woman of wisdom, Erika the Red.
History craved blood-lust and brotherhood corrupting the Creed until Runa Erikson revealed the truth. Erika the Red, banished from the land of the Viking, conquered the world with a single stone and ruled it with the sword of wisdom.
Runa Erikson continues Erika's quest to fulfill the prophecy of the talisman and change how the world thinks about the macho Viking legacy.
BOOK ONE: BUILDING 9
“NASA hijacks the world’s favorite game for the most dangerous experiment of all.”
Space travel is under threat and NASA hijacks the world’s most popular game to lure a team of 14-year-olds – founders of Groundswell, an adolescent environmental movement – for the most dangerous experiment of all.
NASA’s renegade Building Nine is the setting as the agency entices the group’s leader, Runa Erikson, and her two conspirators from their isolated communities in Norway, the Scottish Highlands, and the Eastern Seaboard.
Runa’s way of life near the North Pole is under threat from Russian mercenaries and she sees an opportunity to turn NASA’s plight to Groundswell’s advantage.
BOOK TWO: GAME ON.
“NASA’s junior astronauts fight for survival to protect the world’s food source.”
Runa Erikson and her team compete to be NASA’s junior astronaut team as the threat to her homeland escalates. The leader of Groundswell’s adolescent environmental movement and her two conspirators, Chase Hudson and Scott McMurdo, participate in an experiment to save the space agency’s future, in return for NASA’S protection of the Ark containing the world’s food source.
Although the trio fail their biomedicals, they remain the favorites for Professor Allbright’s Accelerated Evolution - an experiment in zero-G adolescent growth, cheating their own DNA and producing astronauts capable of withstanding deep space travel. The trio’s induction at NASA Texas is cut short after Runa discovers her growth spurt is already underway and they return to their isolated communities to prepare for Mission-X.
Runa’s connection to Erika the Red grows as myth and legend unravel her ancestry just as Groundswell takes drastic action to prevent the Ark falling into the wrong hands. Facing Armageddon, they fight for survival in the most hostile place on the Earth.
BOOK THREE: GAME OVER
“NASA's junior astronauts race to unravel the prophecy of the talisman.”
It took a bunch of teenagers called Groundswell to crack the prophecy of the talisman. But an old enemy will harness the runestones’ fabled power and return the world to the Viking order, unless Runa Erikson can stop them. NASA’s junior astronauts flee from the North Pole to the Scottish Highlands, pursued by the enemy. Runa and her team race against their biological clocks to launch one treasure and recover another before embarking upon the most dangerous mission of all.”
BOOK FOUR: ENDGAME
“NASA’s junior astronauts unlock the key to the galaxy. Let the experiment begin.”
NASA’s orbital experiment to morph teenage bodies into superhumans is hijacked. Abandoned in space, Groundswell flees to safety but find themselves on different planets fighting a common enemy. Runa Erikson confronts her Viking Ancestry before seeking something and risking everything. Can she fulfill the prophecy of the talisman? First, she must trust the Space Agency that’s hell bent on killing her.
ENDGAME completes the Groundswell Sagas quartet, a series of high octane adventures with fifteen year old protagonist Runa Erikson.
BOOK FIVE PREQUAL: The Viking Creed
“100 rules to live, love & fight by.”
The ancient Viking wisdom that inspired a generation of gamers to save the planet.
Toby Garrad rounds off the Groundswell Sagas quartet with the collection of Nordic wisdom that has propelled Runa Erikson (Viking), Scott McMurdo (Highlander), and Chase Hudson (Mariner) to the North Pole, the Highlands of Scotland, the deep sea, and to Moon, Mars & Beyond.