Title: MAGICK 7.0
Word count: 85,000
Genre: MG Fantasy
Query:
There
are two kinds of quests: the good kind and the bad kind. The good kind
leads to pots of gold and unicorns and everlasting fame. The bad kind
gets you and everyone you love killed. Horribly and painfully. Possibly
by zombie sharks.
Fourteen-year-old Anne is leaving the orphanage she calls home to embark on a quest—and
it isn’t the good kind. That’s what happens when you accidentally
fulfill a prophecy. She could opt out, but then as per Paragraph 5
Subparagraph 3 of the Official Questing Regulations she’d be exiled
forever and all of her friends would be tossed into a dungeon. But hey,
at least she has options.
The goal?
Slay a silver dragon that doesn’t exist (that’s bad).
In just three days (that’s worse).
With
only the help of a wizard with a platypus for an arm, a disgraced
academic with no practical experience, a fused-together dwarf and elf,
and a sassy holographic sparrow (that downright sucks).
Oh
yeah, and to top it all off, what Anne doesn’t know—what no one knows,
in fact—is that finishing this quest doesn’t actually save the world. It
destroys it (so, you know, not exactly environmentally-friendly).
If she uncovers the truth before it’s too late, she’ll be a HeroTM.
If she doesn’t, everyone dies (that also sucks).
First 250 words:
At
Saint Lupin’s Institute for Perpetually Wicked and Hideously
Unattractive Children they didn’t play favorites. Each orphan was
treated with the same amount of disdain and neglect. They were provided
with one threadbare tunic, one pair of ill-fitting shoes, and one dusty
and moth-eaten overcoat. They were given a daily ration of gruel, and
they were bathed exactly once per month, just before going on duty in
the coal mine. This, incidentally, was consistent with the advice given
in the popular self-help guide, How to Raise Orphans and Make Money.
There
were three ways to leave Saint Lupin’s. The first was to get adopted.
Perhaps by a nice family who would whisk you away to your long
dreamed-of castle on a hill—one surrounded by forests and glens, filled
with interesting and friendly people, rich with history and bright with
promise and hope. The board of governors was extremely pleased with its
track record in this regard as it had managed to prevent all adoptions
since the Institute’s foundation.
The second way was to reach the age of fourteen and be unceremoniously kicked out on your bottom.
The
third way was to embark upon a quest. Although quests were heavily
regulated (so they could then be heavily taxed), there were no
restrictions regarding age or background and thus anyone could apply.
The secret to a successful application was first to fulfill a prophecy
(also heavily taxed). At Saint Lupin’s, both of these topics, that is,
quests and prophecies, were considered particularly taboo subjects of
inquiry.
I want to see more! Please send your pages to leon@andersonliterary.com
ReplyDeleteI'd like to see more
ReplyDeleteWild Card from Claire Anderson-Wheeler at Regal Literary: send me the full or else.... I'll long-arm my javelin letter-opener
ReplyDeleteLeon Husock has moved to L. Perkins Agency. Email him at leon.lperkinsagency.com.
ReplyDeleteHey MAGICK! I shared your entry with my agent, Jim McCarthy of Dystel and Goderich, and he would love to see your query + first 75. you can send it to jmccarthy@dystel.com. Make sure to include "Query Kombat" the subject line, and feel free to mention my name. Congratulations!
ReplyDelete