Middle-Grade Fantasy
What if... you traveled to a land where mythology is alive and well?


Evan and Claire Jones are typical teenagers, forced to hang around their parents at yet another boring museum . . . that is, until something extraordinary happens to make their day a little more interesting. After following a strange, little creature into a closed museum exhibit, Evan and his older sister, Claire, discover a golden band in the shape of a serpent biting its tail. It is the Serpent's Ring, one of the magical relics formed from the shattered Mysticus Orb. Purely by accident, Evan and Claire, have awakened its powers and opened a portal to Sagaas, the land of ancient gods.
Before the siblings can grasp what has happened, the Serpent's Ring is wrenched from Evan’s hand by an enormous flying fish and taken to Aegir, the Norse god of the sea. Furious at mankind for polluting his oceans, Aegir plans on using the ring to unlock Jormundgand's teeth from its tail. If Aegir succeeds, the immense power of the sea will be released, and all the lands of Earth will be flooded. Evan and Claire must retrieve the Serpent's Ring and stop him.
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Evan, Claire, and Dunkle




Life has returned to normal for fourteen-year-old Evan and his older sister, Claire. That is until Dunkle, a clever but stinky little imp, pays an unexpected visit to their school. He has come to take the siblings back to Sagaas, the mythical realm of the gods. Once again, a Relic from the ancient Mysticus Orb has fallen into the wrong hands. Only Evan and Claire, with their unique mystical abilities, can help find it.
Through the power of the Trickster’s Totem, a coyote trickster has escaped. His laughter echoes throughout the realm, as he spreads mischief and mayhem. He burns an entire crop of popcorn, carves his grinning image into sacred artifacts, and things really get interesting when he shape-shifts into Evan’s friends.
Claire and Evan must capture the Trickster, retrieve the Totem, and be careful not to become sidetracked by robotic Steampunk animals, “sweet” pixie-like Pains, and a problematic mermaid … all while dodging Mothman-like aces. Most surprising, Evan discovers the true reason dragons exist in the Native American Spirit World.
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Sure, the glass castle floating over Evan’s head is unsettling, but that’s the least of his worries. With each step inside the Dungeon of Dreadful Dreams, he must battle against his worst nightmares. One after the other, wispy smoke-filled bull sharks come at him — he must remember they’re only illusions pulled from his imagination by those dreaded shadowlike hands. If only the vengeful dragon circling above was also an illusion and didn’t have his mind set on destroying the one person who can control him: Merlin.
Inside the castle’s glass tower, Merlin sleeps in an eternal slumber, and Evan’s uncertain whether he can save the great wizard. Especially now that Merlin's former student, the Lady of the Lake, has joined forces with the cunning immortal Alamaz. Together they have already stolen the Dragon’s Egg, but their greed doesn’t end there. The Siren’s Pearl calls to them, and that means only one thing … Atlantis is in trouble.
Join Evan, Claire, and Dunkle — along with a few other unlikely heroes — as they travel across the realm of Medieval Legends, float through the Ancient Isle of Avalon, plunge inside the Dungeon of Dreadful Dreams, and be there when Atlantis rises once again.