LegendFiction Open Calls: Vote on your favorite collections!

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The Lost Legends of St George & His Merry Dragon Slayers

Everyone knows St George killed a dragon. Everyone forgets is that he rarely traveled alone. These are the lost legends: tales of the other dragon slayers who rode with George across Europe: an merry fellowship of knights people who absolutely did not ask to be heroes. Together they cleared cliffs, coves, and castles of dragons of every variety, restoring places so children could sleep, crops could grow, and parents could relax again. Not all dragons were monsters. Some were dangerous. Some were clever. Some were confused. Some just needed a firm conversation, a clear exit, and directions to somewhere far away where they could bother no one. The trick was knowing which was which before anything caught fire. Some of these Slayers followed St. Patrick to Ireland, where the problem was resolved so thoroughly that people still argue about whether dragons were ever there at all. (Which is exactly what happens when a job is done properly.) The stories are adventurous, sharp-edged, occasionally ridiculous, and deeply serious about one thing: the world is safer when brave people stand between danger and the innocent. It helps to have a blade. It helps more to have friends who will hold the line when things go wrong, which they always do. The world is dangerous. These legends are about the knights who made it safe again. Creative Constraints Tropes: Epic Quest, True Companions, Sense of Discovery World: Shared medieval world, consistent feeling across stories of villages, wilds, festivals, and dangers Target Audience: 9-14 Story Types: Restore safe passage, End the threat cleanly, Get people out alive 2–3 story objectives: Keep dragon killing difficult, expensive, and dangerous. Build tension through investigation, disagreement, and wrong assumptions so discovery does the heavy lifting. Make battle the last resort that costs time, trust, or future safety, while the real victories come from other ideas. When violence happens, avoid boring blow-by-blow exposition. Identify a specific aftermath that signals success: roads reopening, fields planted, people sleeping easier. Character Roles: The Warrior – out in front to take the hit, must learn to listen Guide – knows the road, learns the danger too late. The Scout – goes ahead, comes back changed. The Negotiator – tries words before steel, pays for mistakes. The Second Sword – backs someone braver, steps up when they fall. The Carrier – hauls what everyone needs, notices what everyone misses. How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible Bonus Points: Refer to events from other stories to keep it in-world

LegendFiction 14 days ago

The Emporium at the Edge of the Universe

A colossal department store floats at the edge of known space—an impossible retail labyrinth where every aisle collects the most meaningful, storied, dangerous, or downright unusual objects in the universe. This is The Emporium, the final stop for items that should be preserved, protected, or passed on. Every story in the anthology is about a specific object: where it came from, why it mattered, how it changed hands, or the adventure that ultimately delivered it into the Emporium’s shelves. Authors build their own planets—anything from wild, half-settled worlds with a single spaceport carved into a cliff, to entire continents of neon cities, to aquatic civilizations where docking rings float among the reefs. Tech levels vary wildly; some worlds barely understand the ships that visit them, while others manufacture star-faring fleets. But every planet has a way off-world, and every protagonist—thief, archaeologist, courier, scholar, smuggler, war-hero, star-wanderer—comes to sell something to the Emporium's unusual owners. The tone is flexible: stories may be comic, tragic, epic, intimate, adventurous, or outright bizarre. What binds them is the journey—someone, somewhere, faced a choice to give up or hold on, and decided the object deserved a place in the Emporium’s endless archive. Every author adds another world, another culture, another flavor of meaning. The result is a universe-scale cabinet of curiosities, stitched together by the final act of placing an object on a shelf at the edge of everything. Tropes: Heist, MacGuffin, The Collector Target Audience: YA SFF readers (15+), especially fans of anthology science fiction, cosmic wonder, and idea-driven adventure. Story Type: A contained journey-of-transfer story: a person carries an object through resistance, cost, and consequence until it's safely sold. Character Roles: The Reluctant Courier: tasked with delivery while carrying private stakes The Last Custodian: guardian of an artifact whose era has ended The Finder: uncovers an object without grasping its value at first The Seller with Regret: profits materially while losing something personal The Broker of Stories: understands that provenance outweighs price Hard Rules: One main character, one POV, standalone story only, no saving the world, protagonist never ranks as the most powerful presence in the room How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible Bonus Points: Unusual and exciting world concept

LegendFiction 14 days ago

The Smallward Sagas

The Smallward folk are tiny, yes (about the height of a stubborn carrot) but they are trueblood Vikings: loud arguments, questionable bravery, and a firm belief that you can negotiate with destiny... if you shout at it long enough. They live in root-havens and cupboard-forts, eking out life beneath the blundering footsteps of the Trolls (humans), whose colossal handiwork is so baffling it is generally agreed to be either divine, deranged, or both. Since waking a Troll usually ends in disaster (mostly for the tiny folk), the Clans follow the Three Rules: don’t be seen, don’t summon them, and—for all that's sacred—don’t move their stuff. Within those boundaries, the Smallward Vikings raid crumbs, chart heroic expeditions across kitchen tiles, and argue endlessly about their mysterious origins, usually with chunks of marshmallow, around a fire made from a stolen matchstick. Every story is a snippet of improbable valor, improvised tools, and the sort of courage found only in people far too small to realize they shouldn’t be doing any of this. "Think the Borrowers, on Red Bull." - Dominic de Souza Creative Constraints Tropes: Epic Quest, True Companions, Sense of Discovery, Lilliputian Warriors World: Unique worlds across different landscapes and countries, but a consistent treatment of humans and other Smallwards Target Audience: YA Story Types: A single raid, rescue, or escape lived so that it becomes a fireside tradition, even though it barely lasted an hour. 2–3 story objectives: Keep it fun and fast paced, epic quests involving treks through rooms or into buildings. Scale and point of view matters. Reinterpreting human behavior and tools in new ways is ideal. Character Roles: The Loud Captain: courage scales directly with volume The Epic Warrior: Takes improbable risks that pay off because… bravery The Tactician: brilliant at plans that no one follows The Relic Keeper: carries one absurdly powerful human object The Boundary Watcher: obsessed with the Three Rules, for reasons The Questioner: keeps poking at origins, destiny, and whether Trolls are gods or idiots How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible Bonus Points: Refer to events from other stories to expand a world

LegendFiction 14 days ago

Fell Semester

Fell Semester is a book of stories that bring school—and magic—into session. Students live in dorms designed for survival, study from books that should stay sealed, and learn skills meant for problems the faculty refuses to name. Classes overlap with emergencies. Assignments overlap with investigations. Every term removes a few names from attendance, and the campus adjusts as if that were normal. Think of dusty libraries crawling with magic moths, dripping with candle wax stains, and reeking of thick leather-bound grimoires. Archives stacked high with crumbly yellow scrolls depicting ancient beasts, the best weapons to slay them with, and step-by-step techniques for how to flourish your scythe. Dormitories made of waterproof, impossibly light lumber in the tropical rooftops; or of interwoven vines twisting up from the beachside sand; or of animal-skin yurts deep in the woods where the magic is deepest. Wands and woodshop, bestiaries and biology, element-bending dances, economics, and English. And, of course, the odd monster or villainous alumnus. At the bottom of the sea or floating in the air, our students will wander dank corridors, program computer systems, and learn how dark academia can get: dark halls, dark nights of studying, dark magic, dark pasts—and a dark future unless they can stop it. Welcome to class. Now prove you can make it out. Creative Constraints Tropes: Wizarding School, Dark Academia, Boarding School of Horrors World: Create your own unique world and campus. Target Audience: YA Story Type: Discovery, occasional fun with a constant undercurrent of grim adventure and dark secrets Character Roles: The Scholarship Student: earned a place here through talent they can't talk about The Legacy Admit: their family survived this school before, now it's their turn The Archivist’s Assistant: handles restricted texts The Practical Caster: treats magic like a tool, keeps getting assigned the dirtiest solutions The Disciplinary Favorite: trusted to enforce rules, starts seeing what the rules protect The Transfer: arrived after something went wrong The Study Group Anchor: holds others together, watches friends change Hard Rules: One main character, one POV, standalone story only, no saving the world, your character cannot be the most powerful person in the room How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible Bonus Points: Unusual and exciting world concept

LegendFiction 14 days ago

The Curious & Fantastical Adventures of Young Santa Claus

Long before anyone called him Santa, he was just Nik: skinny as a birch twig, curious as a fox, and forever blundering into trouble he absolutely did not mean to cause. And in spite of it all, he's hardnosed and hardheaded about one thing: getting gifts to children on time for Christmas morning. Up there, at the Crown of the World, forests whisper, glaciers shuffle about when nobody’s looking, and steam-and-rune machines wheeze and clank like grumpy old trolls. It’s a place where a wrong turn can drop you into a frost giant’s pantry, a witch’s workshop, or a herd of reindeer that spark lightning when they run. Naturally, Nik walked into all of it. These are the wildly unreliable, utterly irresistible accounts of his early adventures—the ones where he out-talked ice spirits, bargained with witches who smelled of burnt sugar, befriended exiled elves who built unstable inventions, and tamed creatures no sensible person would approach. And in the middle of every misadventure, he stumbles into creating the traditions we take for granted. The red suit, the flying sleigh, the list, the laughter—these are the origins sotries. Part tall tale, part fairy folklore, part gleeful nonsense, The Curious & Fantastical Adventures of Young Santa Claus invites you into a world where everything has a story, and Santa’s has only just begun. Creative Constraints Tropes: Accidental Hero, Origin Story, Tall Tales World: Shared world, consistent feeling across stories of villages, winter, magic, festivals, and wintery dangers Target Audience: 9-14 Story Type: About young adventures to do good and have fun Character Roles: Only 1, Nik 2–3 story objectives: Nik must get someone (or something) home before a deadline, Nik must decide who he can trust, Nik must keep wonder alive in a place where it’s actively dying Hard Rules: One main character, one POV, standalone story only, no saving the world, your character cannot be the most powerful person in the room How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible Bonus Points: Refer to events from other stories to keep it in-world

LegendFiction 14 days ago

Grim Winter

Grim Winter is a book of dark fantasy stories that live in those pale, uncharted places where the sun rarely rises, and old things hunt you in the dark. Amid the ruins of frozen kingdoms, men and monsters shuffle through the same shadows, battling each other around rings of firelight. Here, the nights are long, the wind carries the howls of prayers that never reach home, and the heroes who guard the ways are tired. The gods are changing guard. Each story grapples with the challenge of being humane and a hero at the end of the all things, holding to what little courage we can when the world itself has gone cold. And yet, a grim hope embers. Tropes: Grim Up North, High Fantasy, Darker & Edgier World: Unique, memorable fantasy worlds Target Audience: Teen/YA Story Type: Characters struggle against the environment and the story's problem at the same time. The environment directly complicates or helps solve the story. Character Roles: The Frostworn Veteran: Alive by habit, fighting from habit. The Border Priest: Keeps the rites, probably doubts the gods The Northern Warden: Knows the land and its rules The Half-Monster Native: Endures what others can’t, and belongs nowhere The Exile Scholar: Carries forbidden knowledge, can't stop going north The Firekeeper: Protects warmth and order, and it's not working anymore Hard Rules: One main character, one POV, standalone story only, no saving the world, your character cannot be the most powerful person in the room How Stories Win: excellent writing style, clear attention to the rules and theme, fast paced, start in the middle of a problem, end as soon as possible

LegendFiction 14 days ago