The Saellic is set in England c.1938. The country is preparing for war with Germany. People are faced with an uncertainty future. Many were planning for the changes to their lives and how they would cope.
Andrew, a young man c. 20 years, discovers a Saellic, a mystical little creature that is on a mission to bring people together to help in the next war effort.
Andrew and the Saellic start out on their adventure. Their destination is an old Manor house with secret tunnels, owned by Uncle George, a veteran of the First World War and mentor for many people.
They are accompanied by Andrew's good friend and would-be inventor Ollie and his Aunt Zoe and Cousin Emily. Along for the journey is a cat named Fluffy who has used up his 9 lives and is still going strong, and Bertie, a bird with ambitions to be a fighter pilot. Both animals possess mystical powers and can talk.
Along the way the friends encounter Madam Sharella a fortune telling gypsy and her family - who are also heading to see Uncle George.
All is not plain sailing, with two sinister characters on motorbikes who seem to be following group.
Arriving at Uncle George's, Andrew and his friends become acquainted with other people who have come to the Manor to seek Uncle George's help. Among them are Tom Cotton, Samantha Darling, private investigator Joe Harding and Uncle George's neighbours Marshall and Gina Mudgeway and their children. They all join forces to plan for the future of a country at war.
The friends are aided by a raft of mystical items, including pebbles and buttons that can reveal secrets from the past and future, time travel and a mythical horse-like creature called Prince.
Tom, Samantha and Emily have a special connection to the buttons.
The tale concludes with the group developing their plans for life in wartime and will continue in Book 2 currently being written.
Andrew, a young man c. 20 years, discovers a Saellic, a mystical little creature that is on a mission to bring people together to help in the next war effort.
Andrew and the Saellic start out on their adventure. Their destination is an old Manor house with secret tunnels, owned by Uncle George, a veteran of the First World War and mentor for many people.
They are accompanied by Andrew's good friend and would-be inventor Ollie and his Aunt Zoe and Cousin Emily. Along for the journey is a cat named Fluffy who has used up his 9 lives and is still going strong, and Bertie, a bird with ambitions to be a fighter pilot. Both animals possess mystical powers and can talk.
Along the way the friends encounter Madam Sharella a fortune telling gypsy and her family - who are also heading to see Uncle George.
All is not plain sailing, with two sinister characters on motorbikes who seem to be following group.
Arriving at Uncle George's, Andrew and his friends become acquainted with other people who have come to the Manor to seek Uncle George's help. Among them are Tom Cotton, Samantha Darling, private investigator Joe Harding and Uncle George's neighbours Marshall and Gina Mudgeway and their children. They all join forces to plan for the future of a country at war.
The friends are aided by a raft of mystical items, including pebbles and buttons that can reveal secrets from the past and future, time travel and a mythical horse-like creature called Prince.
Tom, Samantha and Emily have a special connection to the buttons.
The tale concludes with the group developing their plans for life in wartime and will continue in Book 2 currently being written.
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