A Tale Of Doings

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A Tale Of Doings Page 64

by Philip Quense


  The door screeched and started to swing shut as the adults started pushing on the oaken beamed affair; it groaned but budged. Just thirty feet away, a warrior disarmed Domin, the staff sliced in half. The attacker kicked Domin in the chest. He did not rise a third time. David looked around and nodded at Patrick in agreement.

  “We must shut the door. There is nothing we can do.”

  The group pushed harder, and the door banged closed. Just as the door slammed shut, thuds from axes rang; the slavers had reached the door and were breaking it down. The door shuddered but did not shatter.

  Suddenly the wooden door turned to glass. “A window!” Tara gasped.

  The whole structure became translucent—a window into Medieval Storyworld. Those safely hidden by the door stood in terror as they watched through the one-way glass. Just on the other side, five fearsome warriors hacked at the door with glinting axes. Sweat beaded on their brows. Two female slavers—twins by their look—hooked a chain to the door and screamed at a horse as it tugged on the chain.

  Farther back in the glade, Phel and Jillian were being chased into the woods.

  “How are they still alive?” David marveled. “Resilient pair.”

  The fleeing couple slashed their way through five of the attackers and stole a horse before another band of weapon-brandishing cutthroats caught up to them. They thundered out of the valley. A tall man, his robe eerily shrouding his face and features, dragged a kicking Domin to the door and beheaded him, letting the man’s limp body casually drop to the ground. The other slaves who hadn’t made it to the door or out of the valley were roughly herded back to their chains.

  “We must keep going,” Tara urged, a fierce grimace on her face.

  “A door in this cavern,” Gayle said. “There must be one.” They frantically searched the confusing and dark room, the pounding on the glass door terrifying them all. After some desperate minutes, they discovered a small passageway on the left side of the cavern. Urgently Patrick shouted from the other end of the hallway that there was another large galvanized aluminum door. A computer station was located adjacent to the door. Phel ran to the computer and searched for a map.

  “David, send Doc Gus and the captain a message,” Gayle screamed.

  Thud, thud, thud. Axes demanded entrance. The enemy behind the door to Storyworld was making progress, and the walls shuddered with the effort.

  “Ask them how we can get out of Orns,” Patrick said.

  The computer denied them access. “Denied, denied.” David banged on it in frustration. He didn’t know what to do.

  “David, use the Outside-In armband again,” Tara reminded him. “It has a system-override encryption.”

  “The Outside-In?” David was puzzled. She pointed at his armband. “Oh, the CEO armband.” Maybe it can override the Orns system too; it had worked at Nnect. He shouted at the computer to identify a key and then waved the armband over the input. It transformed and injected itself into the silvery port under the color interface’s facade.

  “System access validated,” the computer voice chirped.

  “Stock be praised.” He drew an X on his chest before screaming, “Send message to Captain Jonathan of QC—Nnect division.” He typed in a secret identification serial number, which had been given him by the captain. The computer located the captain’s communication device. Gayle, Patrick, and David explained the state of affairs in a hysteria of garbling and frantic waving to the captain.

  “Go to the old subway tunnels,” the captain directed. “Here is a map.” An icon illuminated on the computer screen. David looked at the map. The map showed a train between Medieval Storyworld and the Orns campus. Under the Orns campus, at one of the underground train stops, number 33Zed, there was a hallway that ended in a dead end.

  “Ride the train, but don’t exit the station. Instead find the dead-end hallway marked here.” The hallway blinked where the captain indicated. “That is where the abandoned tunnels are.”

  The wise and familiar beard of the Mindmonk appeared in the projection. “We’ll meet you at the entrance. We can sneak out of Orns,” Doc Gus said. David felt a tinge of hope ripple through his being at the thought of getting back into the normal world. And he had proof of Grandpa’s betrayal of Nnect. He had seen him running a team here. Had located the slaves. David could be freed and reinstated at his job. He hoped.

  “Did you find my daughter-in-law and the others?” Paul’s kindly faced appeared on the projection. His eyebrows twitched in concern, but his jaw was set with calm determination.

  “Yes, Dad,” Patrick said. He was a more perturbed image of the older man.

  “Paul, you are a sight for sore eyes. Some of us are still alive. It’s so good to hear your voice, Father,” Tara said. David sensed Paul was caught up in emotion as his voice paused.

  “Get doing, now!” Captain Jonathan directed. The ever-logical law officer concluded the digital reunion and shut the communication off.

  “Let us leave this place.” David led the way. The small, exhausted group ran down the hallway, and after a few turns, they found the unmanned shuttle train. They boarded an empty passenger car and rode the train back to the Orns underground station.

  “Will anyone believe our adventure?” Gayle said, pondering as the train raced through the tunnels. She looked at David. “I’m not sure I’d believe this tale of doings.”

  The People and Places of A Tale of Doings

  Characters

  Alana. Jacob’s deceased wife; Saul’s mother.

  Alejandra. Orns welcome staff specialist. Works on the investment team.

  Althaaana-30. One of Uriah’s past online relationships. Works on the Nnect relationship division.

  Ang-40. Lave Labs technician who works on David’s Lave Labs assignment.

  Angela. Sixteen-year-old fling from David’s Upbringing days.

  Arrod. Bodyguard and team leader of the Orns Medieval Storyworld tours.

  Bathsheba. Orns relationship expert who transfers to the Storyworld marketing team. Has a past failed Orns relationship with David.

  Bill. Social clubbing friend of David’s. Member of the Adrenaline Junkie Club and others.

  Bitt. Bodyguard on Arrod’s Storyworld tour team.

  Carolina Brac (a.k.a. −2). Fourteen-year-old girl with bright red hair. Captive from Tri-Coalition.

  Captain Jonathan. Influential captain of the QC (Quality Control) police force.

  Carl-63. Balding, middle-aged Lave Labs scientist. Introduces David to the Lave Labs.

  CEO Sarah. CEO of Thrive Health company; led Thrive School for Ed/Perf of Children. Mother of Liz and Jason.

  CEO Saul. CEO of Nnect and of Xchange. Father of Captain Jonathan and Waldar the Whisperer.

  Charler. Sonz warrior and guard of the princess Trawland.

  Christian-77. Storyworld Club member.

  Cledwyn. Sonz farmer originating from near Waver Town. Nickname Cled.

  Crystal Ice. Managing star at Nnect with a specialty in finance and cross-company negotiations.

  Dan-10. Nnect employee who worked with David on past projects.

  David-23. Nnect employee navigating the world of Xchange. This story is his tale.

  Drabor. Phel’s red mare.

  Ella-46. Nnect coworker of David’s.

  Eric Paddy. Bartender at Irish pub in a poor district of Xchange.

  Fly Ri. Dog owned by Waldar the Whisperer.

  Eddard Frald. King of the Moonz; from the foreign land of Driston.

  Francia. Lave Labs technician.

  Gayle-25 (a.k.a. Abigayle). Thrive employee who joins David on his journey.

  Gem. Redheaded slaver in Medieval Storyworld.

  Drane Gorwl. Driston invader and fearless warrior who leads the Moonz at Waver Town.

  Grandpa Greg. Managing star at Nnect with a specialty in technology.

  Gris. Sonz warrior.

  Gus (a.k.a. Doc Gus; full name, Gustavus). David’s personal Mindmonk.

  Domin Hafer
t (a.k.a. Gimp or −12). Teacher from Tri-Coalition. Captured by Nnect.

  Jack-5. Lave Labs technician.

  Jacob. Freeman; the old man from the Gravetless who changes David’s life.

  Jason. Extreme athlete and redheaded twin of Lisa. Owns Thrive Self-Improvement Center. Mother is CEO of Thrive.

  Jaspen. Moonz warrior and messenger.

  Jim-4000. Lave Labs scientist.

  Patrick Joan. Missionary from Tri-Coalition; Tara’s husband.

  Tara Joan (a.k.a. Moon Arc or −13). Captive from Tri-Coalition; married to Patrick Joan.

  Joe. Nnect employee on RITE team with David.

  Jonny. Bald slaver in Storyworld.

  Joseph-404. Lave Labs scientist.

  Joston. David’s storage unit neighbor.

  Justin-89. Lave Labs technician.

  Jutan. Trainer for Orns in Medieval Storyworld.

  Kendra. Nnect coworker of David’s.

  Miss A. Knerr. Original writer of Storyworld.

  Lisa. Extreme athlete and redheaded twin of Jason. Owns Thrive Self-Improvement Center. Mother is the CEO of Thrive.

  Liz. Nnect employee on the RITE team with David.

  Logan (a.k.a. −1). Twelve-year-old boy with dark-brown freckles and white-blond hair with streaks of gray. Captured from Tri-Coalition.

  Mac-14. Nnect employee and David’s coworker.

  Jillian Maltese. Driston warrior leader.

  Manda-18. Lave Labs scientist.

  Mark. Moonz warrior, captured with Drane by Sonz knights.

  Marthinia. Great warrior who, with her band of martyrs, attempted unsuccessfully to broker peace with the Wind Wolves. From Storyworld.

  Mary. David’s storage unit neighbor.

  May. Nnect employee on special team with David.

  Meagan. David’s friend; head of Storyworld Club.

  Oswar Meldz. Duke, Driston invader, and leader of Moonz forces in Alexoria. King Eddard’s right-hand man.

  Paul. Father of Patrick and a politician from Tri-Coalition.

  Phel Quince. Young knight of Medieval Storyworld.

  Sir Aslar. Commander of the Sonz Northern Forces in Medieval Storyworld.

  Steven Slayer. Managing star at Nnect with a specialty in marketing.

  Elana Trawland. Princess of Alexoria.

  Uriah-177. David’s storage unit neighbor; Spender; Ssential construction crew member.

  Waldar (a.k.a. the Whisperer). Dog trainer.

  Frank You (a.k.a. Mop or −11). Rocket scientist from Tri-Coalition. Captured by Nnect.

  Story Places

  Adriatic Divide. Body of water between the Corporate States and Tri-Coalition.

  Alexoria. Continent owned by Orns Medieval Storyworld. Also the kingdom of Alexoria.

  Arch of Pleasure. Arch above entrance into Orns.

  Castle Bend. Capital of the Sonz Kingdom in Medieval Storyworld.

  Core Governing Buildings (CGB). Where the governing agencies of Xchange reside.

  Clock Park. Tropical palm tree park located in the city of Xchange. It has seven clock towers.

  Driston. Medieval Storyworld land belonging to King Eddard Frald. Place from where Moonz warriors invaded Alexoria.

  Flock Block Cube. Xchange neighborhood where David lives. It is comprised primarily of human storage units.

  Freedom of Marketing Square. Sector of CGB that contains the Grand Advertising Speech Stands.

  Freedom Purview. Center of Xchange. A walled community where only free people are allowed to live.

  Grand Advertising Speech Stands. Section of the Freedom of Marketing Square located in the city center.

  Laquid River. Largest river in Alexoria.

  Marketown. Neutral town in Alexoria—neither Moonz nor Sonz stronghold.

  Mastan. Sonz town in Alexoria. Location of Phel’s summer training with the Sonz.

  Mega Consumption Mall. Large shopping centers in Xchange.

  Mindmonk Health Center. Mindfulness-preaching chapels located throughout the city of Xchange.

  Mountaintop. Village in western mountains of Sonz Kingdom; Medieval Storyworld.

  Orns Spine. Mountain range to the west of Xchange that blocks Alexoria from the rest of the world. The Xchange Mines are located in this range.

  Rebrand Division. Marketing and brand-designing division of Nnect.

  Recycling Center. Rehabilitation and prison center of Xchange.

  Refuel Café. Nnect/Ssential collaboration shop. Ssential fueling shops with energy-booster drinks combined with Nnect online computer portals.

  Self-Improvement Center. Exercise gyms run by Thrive.

  Sonz. Kingdom in Alexoria.

  Tertain Thrill Shops. Entertainment stores operated by Tertain.

  Tour Investments. Building for the investment tour team on the Orns campus.

  Waver Town. Village north of the Sonz Kingdom.

  Xchange. Primary city of the Corporate States. This is the home of the four Majors.

  Organization Names

  Board Building. Sector of CGB; true seat of power and administration for the governing of Xchange.

  Board of the Majors. The four leaders of Xchange. The CEOs of Thrive, Nnect, Ssential, and Tertain.

  DMV. Department of Motor Vehicles, a historic pre-Xchange government agency. Also a curse word.

  Ghost Knights. Moonz elite special force soldiers known for their brutality and loyalty.

  Lave Lab. Nnect testing lab for captives from Tri-Coalition.

  Mindfulness Relationship Protocol package. Software installed in each Xchange Selfie.

  Mindmonk Order. Part of Xchange; owns gold brand color.

  Nnect. One of the Majors of Xchange; owns blue color. Corporation responsible for connection services.

  Orns. Company of Xchange; owns gray color. Corporation responsible for harmful and pleasure services.

  QC. Quality Control police; part of Xchange and sector of CGB; owns black and white colors.

  Ssential. One of the Majors of Xchange; owns purple color. Corporation responsible for infrastructure and utility services.

  Tertain. One of the Majors of Xchange; owns red color. Corporation responsible for entertainment services.

  Thrill. Orns battle sports product line and entertainment.

  Thrive. One of the Majors of Xchange; owns green color. Corporation responsible for health, children, and education services.

  Tri-Coalition. The country at war with Xchange. The last remaining culture other than the Corporate States. Founded by the Catholic Church, United States, and China during the branding wars.

  World Creators Division. Team who created Storyworld by Orns.

  Book Summary

  A Dystopian Fantasy Adventure

  They were the CEOs—rulers of the utopian civilization of Xchange. They wrestled into being a living organism of autonomous business from the chaos of governmental wars and the unreliability of democratic rule. They owned civilization, companies, and culture. They molded the fate of mankind with their visionary wisdom. The human machine would be made perfect under their watch.

  David-23 was unknown and unnoticed. He was less than a machine, less than a slave—a product number in the cog of industry. He was branded. He was content to continue struggling for survival in the only home he knew—his company.

  An unexpected handwritten letter is given to David by a dissident employee, which sparks a new turn of fate. He embarks on a path that will lead to either the freedom of humanity or his ultimate demise. He races against himself, his CEO, and his destiny to discover the path of love and freedom, embarking on a journey to uncover the truth of reality for himself.

  David-23’s world is turned upside down. His path merges with new peoples in this dystopian struggle for love, freedom, and meaning that tests the definition of humanity in the hearts and minds of everyone involved.

  Join the epic adventure of Storyworld, Xchange, and the Tri-Coalition in Philip Quense’s first novel of the Tales of Branding Series. Connect wi
th the author on Goodreads and his website at philipquense.com.

  A TALE OF DOINGS by Philip Quense

  This is my first novel. I hope you enjoyed the story world.

  Please leave a review and connect with me.

  Join my email list at [email protected]

  or by visiting my website.

  Check out my website for more info at philipquense.com

  Email me: [email protected]

  Check out my author pages at Amazon https://www.amazon.com/Philip-Quense

  Goodreads

  https://www.goodreads.com/book/show/49104083-a-tale-of-doings

  Edited by Laura Dragonette @ Reedsy https://reedsy.com/laura-dragonette

  Website by Anne Molnar http://annemolnarphotography.com/

  About The Author

  Philip Quense

  Philip Quense is a writer specializing in science fiction and fantasy and the author of the postapocalyptic novel A Tale Of Doings. He was born in Warren, New Jersey, along with his twin brother in 1987. In the last few decades, Quense has garnered a passion for adventure, which he lives out in his daily life and fleshes out in his writing.

  “Quense’s debut novel pulls you through the labyrinth of modern-day dystopia, grippingly entwined with medieval exploits, for a tale you won’t soon forget.”

  Quense has traveled five countries and spent time living in all of them, including New Zealand, Thailand, Europe, Mexico and all over the United States. His global exploits have keenly impacted his view on culture, industry, and business on a micro and macro level, much of which he has woven into the plots of his stories. Quense dreams of one day starting a family, climbing the nose on El Capitan in Yosemite, and continuing his journey writing novels and sharing his passion for storytelling with the world. He enjoys surfing, rock climbing, and hiking, especially with his friends or one of his six siblings. His large family is a key support and inspiration in his life and writing. Quense is a mechanical engineer by day and writer by night.

 

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