The Viking Creed. 100 rules to live, love & fight by.
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Runa Erikson & The Viking Creed. One hundred rules to live, love & fight by. The ancient Viking wisdom that inspired a generation of gamers to save the planet.
The Viking Creed gaming novels are unpublished and await commercialisation. I wrote the YA quartet for NASA to promote their MissionX teen mega-project https://www.nasa.gov/tla. Alas, the initiative lost its funding in 2018. Nevertheless, I invested in an editor at RebelMagic https://www.rebelmagicbooks.com/our-books and completed the Creed project in 2021. While Creed has sixteen million+ fans on TikTok, I've sold a handful of copies by design. For two years, I've successfully promoted the notion of "Runa Erikson and The Viking Creed; One Hundred Rules to Live, Love and Fight by. The ancient Viking wisdom that inspired a generation of gamers to save the planet https://www.tiktok.com/@runaerikson/video/7126928003862449413?lang=en
Runa’s videos go viral each week, with her fans keeping me at the No.1 writers spot on https://www.publishersmarketplace.com/.
About the Author: Toby Garrad, Gamer Novelist, MBA and graduate of NASA’s 2018 space educator program. A writing student crafted by Jerry Jenkins and mentored by editor Sue Fitzmaurice of Rebelmagicbooks.com
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: 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.
QUARTET FRONTSTORY: The Viking Creed, one hundered rules to live, love and fight by. The ancient Viking wisdom that inspired a generation of gamers to save the planet. NASA hijacks the world’s favorite game for the most dangerous experiment of all. Teenager Runa Erikson is recruited to rescue the space agency and save the planet with nothing more than the Creed.
Haunted by her history, Runa Erikson sets out to vanquish her connection to the Witch Queen, armed only with the Viking Creed. Lore lusted over blood and brotherhood corrupting the Creed’s legacy until Runa revealed the truth. That the Witch Queen conquered the world with a single stone and ruled it with the sword of wisdom. Runa continues the queen’s quest to fulfill the prophecy of the talisman.
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 addictive 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 for the Viking Creed 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 the Viking Witch Queen 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 rely on the Creed 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 Viking Creed and 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 battles her Viking Witch Queen legacy before relying on the Creed to fulfill her destiny. First, she must trust the Space Agency that’s hell bent on killing her.
ENDGAME completes the Viking Creed quartet, a series of high octane adventures with fourteen 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 Viking Creed 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.