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Born into slavery, bound by Fate, and forbidden to love. One faerie will do anything to be free.
It's not easy being a child of chaos. Disaster follows Isiilde wherever she goes, but that's the least of her problems-she's a faerie trapped in a realm of humans. And worse yet, she's a nymph.
Destined to be sold when she comes of age, Isiilde breaks into the vault of a powerful immortal to steal coin for her escape. But, instead of finding treasure, she (accidentally) releases a fiend into the realm.
As penance for her crime, the immortal tasks her with capturing the fiend. Only events quickly spiral out of control amid political scheming, power-hungry madmen, and three kingdoms bidding for her ownership.
One lone nymph stands at the center of destruction, with her heart bound to a man as mysterious as her strange affinity with fire. Isiilde is far more than she seems. And so is the man who wins her heart.
Fate doesn't stand a chance against a chaotic fire nymph.
A character-driven high fantasy novel with coming-of-age themes, pyromaniac faerie, and friends-to-lovers tropes.
Previously published as A Thread in the Tangle. A story of innocence and brutality, of love and loss, and courage and hope. It contains mature subject matter. For a list of content warnings: visit www.sabrinaflynn.com
This story contains sample chapters of the first book in a series that is available on all online stores.
Monsters exist. For the purpose of the Game.
Long after a war between humans and the Folk ravaged the lands, there comes a whispering of pawns, of cursed wastes, and kingdoms surrounded by thorns. Those who pass beyond that Wall soon find themselves thrown into a perilous Game, one that has no end. Yet.
Junius and Zander have been moved from one cell to the next their entire lives and deceived. Given a mission that seems impossible, they toiled on without knowing their true purpose in the world. But when they are framed for an assassination and their lands are invaded, they come to realize that the world is much grander-and twice as wicked. As pawns in a Game they don't understand, Junius and Zander fight to gain control of their destinies.
Having known about the Game but unable to escape it, Grim has scoured the ends of the earth for the truth about the Game Masters and their goals. Suddenly entangled in the strategies of mortals and immortals alike, Grim must choose a side. But with only questions and an uncertain future, the choices may lead to catastrophe.
Let the Fey Games begin.