Jed Greenleaf
Jed’s story begins in 1736 with a historical what if. What if Lady Jane Grey had not been executed in 1554 after nine days as Queen, but continued on the throne of England? What if Queen Jane I then created the six ancient guilds of Grand Albion: Feather, Claw, Bone, Leaf, Fire and Iron, who compete annually in the Arthanfest games to win the right to rule alongside her for a year?
This fun fictional lineage is the result of a defeated Mary Tudor by the House of Grey, a victory brought about by the court magician, John Dee, who is still, two hundred years later, a mysterious power in the kingdom. But Queen Jane III is in the power of Prime Minister Cromwell, who keeps her drugged and acquiescent to the rule of the Guild of Iron. Orphan Jed has discovered that he holds the ’magickal’ powers of the Guild of Leaf. He is whisked away to the declining Leaf Guild’s tumbledown headquarters to train for the Arthanfest games. He can turn his skin to bark, hear plantspeak, and summon Hobb, a tree dryad. Hoping to restore Leaf’s fortunes, Jed discovers the plot by Iron and Fire to win the Arthanfest and keep their grip on power. Hunted, he goes on the run to London where the Leaf Guild are held prisoner. With the help of unexpected allies, he tries to save Leaf, the Queen and all the oppressed Guilds from Lord Cromwell’s Iron rule.
The book is beautifully illustrated by David Wyatt, including a map which landmarks the Guilds’ headquarters, Anglo-Saxon counties and some modern-day towns. Younger readers who enjoy the lighter side of Harry Potter, such as competing House champions and a hero with magical friends on a quest for justice, will certainly enjoy this.






