🐾 The Kingdom Where Nothing Goes Right by Sarina Valentino at Inkitt
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🐾 The Kingdom Where Nothing Goes Right

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Summary

Imagine a world where the universe is your worst enemy. Barclay Thornwallow dreams of being a respected knight. Instead, he lives in Aethelgard, where every plan backfires and every hero's quest ends in pudding. His team? A cynical fox, a neurotic porcupine inventor, and a glowworm whose innocence might just save reality. Their mission: fix the broken law of probability before the kingdom descends into utter chaos. The problem? In Aethelgard, nothing goes right. It's going to be a disaster. And that's exactly how things get done.

Status
Complete
Chapters
21
Rating
n/a
Age Rating
16+

Prologue: The Day the Universe Developed a Sense

The Aethelgard Chronicles

Book One: The Kingdom Where Nothing Goes Right

---

Prologue: The Day the Universe Developed a Sense of Humor

---

In the beginning, there was order.

This is not a philosophical statement. It is a historical fact. In the beginning—before the first fish swam, before the first bird flew, before the first badger dreamed of knighthood—the universe was a model of impeccable organization. The sun rose at precisely the same moment every morning. The rain fell downward, never upward. Gravity was dependable, time was linear, and a squirrel could bury an acorn without accidentally triggering a landslide, a diplomatic incident, or the collapse of a small economy.

It was, by all accounts, terribly boring.

And that was precisely the problem.

---

The being responsible for this tedious perfection was named Zephyros.

Zephyros was a Celestial Architect, and he had been employed by the Cosmic Ordering and Natural Standardizing Tribunal for All Natural Cosmic Events—an organization that went by the acronym C.O.N.S.T.A.N.C.E., because the founders had a sense of humor that was as dull as the universe they were designing.

Zephyros's job was to ensure that reality operated according to the Law of Adjacent Probability. This was a simple law, and Zephyros despised it.

The Law of Adjacent Probability stated that when any event occurred, the most logical, predictable, and mundane outcome would always happen. A stone thrown upward would come down. A fire would burn. A knight would rescue a damsel, marry her, and live a long and prosperous life with absolutely no complications involving dragons, wizards, or sentient baked goods.

It was efficient. It was sensible. It was a slow, agonizing death for any creative mind.

Zephyros had been a creative mind. He had submitted proposal after proposal to C.O.N.S.T.A.N.C.E. requesting minor adjustments to the law. What if, just occasionally, the stone thrown upward stayed up? What if the fire burned blue? What if the knight rescued the damsel and discovered she was actually the one who had kidnapped him?

Each proposal was rejected with the same form letter:

"Thank you for your submission. However, C.O.N.S.T.A.N.C.E. has determined that your proposed alterations do not align with our mission of predictable, orderly existence. Please remember that creativity is the enemy of stability, and stability is the foundation of civilization. Have a nice eternity. Sincerely, The Boredom Department."

Zephyros tried everything. He wrote passionate memos. He built elaborate scale models of his proposed universe. He once organized a protest involving several hundred disgruntled constellations, who were also tired of being arranged in the same patterns for billions of years.

Nothing worked.

Finally, on a Tuesday—which was, coincidentally, the most boring day of the week—Zephyros was summoned to the office of the High Tribunal.

The High Tribunal was a being of unimaginable power and even less imagination. It existed as a swirling vortex of paperwork, and it spoke in the voice of a thousand bureaucrats reading the same memorandum aloud.

"Zephyros," the vortex intoned, "your services are no longer required. Your creative impulses are deemed incompatible with the mission of C.O.N.S.T.A.N.C.E. You are hereby terminated. Please collect your belongings and vacate the celestial premises within the next cosmic rotation."

Zephyros was stunned. "Terminated? But I've been here since the beginning of time! I helped design the first star!"

"Yes," the vortex replied, "and you made it spin. We requested a stationary light source. You insisted on flair."

"I thought it would add character!"

"Character is unnecessary. Character is unpredictable. Character leads to things like…" The vortex paused, searching for the most horrifying example it could imagine. "…puns."

Zephyros opened his mouth to argue, but the vortex had already started issuing his final paperwork.

---

So Zephyros was fired. And like any being who had just been fired from a job they had held since the dawn of existence, he was bitter.

He packed his belongings—which were surprisingly few, consisting mainly of an unused sketchbook, a broken quill, and a jar of starlight that had gone stale—and made his way to the exit of the celestial offices.

But before he left, he paused at the threshold of reality itself. He turned and looked back at the cold, orderly, utterly predictable universe he had helped create. The same sun rising at the same moment. The same rain falling in the same direction. The same squirrels burying the same acorns in the same boring way.

He thought of all his rejected proposals. He thought of the form letters. He thought of the vortex and its soulless drone.

And in that moment, Zephyros made a decision.

He reached into the fabric of reality, found the Law of Adjacent Probability, and made a single, tiny adjustment. He didn't break the law. That would have been too obvious. He simply… refined it.

He changed the law's programming so that instead of the most logical outcome occurring, the least logical outcome would now have a slightly higher probability. Just a fraction. Barely a nudge.

It was the kind of adjustment that would take centuries to notice.

And it was the kind of adjustment that would change everything.

Zephyros smiled—a sad, bitter, deeply petty smile—and stepped out of existence.

---

Two Hundred Years Later

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The Kingdom of Aethelgard was beautiful. It was sprawling, ancient, and filled with more magical creatures than any reasonable map could contain. It had towering castles, whispering forests, shimmering lakes, and a population of sentient animals who had built a society as complex and ridiculous as any human civilization.

And for the past two centuries, the kingdom had been slowly descending into utter chaos.

It began with small things. A fish that jumped upstream and accidentally knocked a kingfisher into a diplomatic envoy. A squirrel whose buried acorn triggered a chain reaction that unearthed a treasure hoard—which then crumbled to dust because it had been buried next to a particularly aggressive fungus.

These incidents were dismissed as minor oddities. The philosophers of Aethelgard—who were mostly owls and took themselves far too seriously—theorized that the universe was simply experiencing a temporary phase of unpredictability. "It will pass," they assured the worried populace. "Reality is fundamentally stable. The fluctuations are purely statistical anomalies."

They were wrong.

By the time the third generation of Aethelgardians had grown up, the fluctuations were no longer anomalies. They were a way of life.

The rain occasionally fell sideways. Sometimes it fell upward. Once, it fell in the shape of interpretive dance.

Gravity became a suggestion rather than a rule. Objects floated when they felt like it. A famously stubborn mountain had simply decided to relocate to the eastern border, citing "creative differences" with the surrounding hills.

And then there were the animals.

Every creature in Aethelgard—from the smallest ant to the mightiest dragon—was sentient. They spoke, they argued, they formed alliances and rivalries. They had governments and economies and incredibly tedious committee meetings.

But now, their lives were also governed by the whims of a broken probability law.

A merchant trying to sell apples would find the apples turning into oranges the moment a customer looked away. A messenger running a vital dispatch would trip over nothing, land in a pond, and emerge with the dispatch now written in a language that hadn't been spoken for three centuries. A king declaring war would discover that his army had accidentally marched to a pie-baking competition instead.

It was exhausting.

It was humiliating.

And for some, it was wildly profitable.

---

Lord Malvorn was one of the profiteers.

He was a magpie—a sleek, black-and-white creature with a sharp beak and sharper eyes. He had risen through the ranks of Aethelgard's government not in spite of the chaos, but because of it. In a world where nothing made sense, the creature who appeared to understand the nonsense was the creature who wielded power.

Malvorn had studied the broken law. He didn't understand it—no one did—but he understood how to exploit it. He knew which forms to file, which officials to bribe, and which committee meetings to disrupt with precisely timed chaotic events. He had built a network of informants, agents, and deeply confused underlings who kept him informed of every catastrophe in the kingdom.

The kingdom's official ruler, King Leopold the Lion, was oblivious to all of this. Leo was a magnificent lion—immense, golden-maned, and possessed of a roar that could shake the mountains. He was also, as his advisors privately admitted, as dim as a cave in winter.

Leo believed Aethelgard was thriving. He believed every disaster was a "creative event." He believed the floating lakes were a tourist attraction, the sentient bread was a culinary innovation, and the increasingly frequent reality warps were just "the kingdom expressing itself."

Malvorn encouraged these beliefs. It was easier to rule through a fool than to rule openly. And Malvorn had no desire to rule openly. He had seen what happened to open rulers in Aethelgard. They got struck by falling fish, or their crown was stolen by a migrating flock of geese, or—in one memorable case—they were turned into a flowerpot by a reality warp that had been triggered by a sneeze.

No, Malvorn preferred the shadows. And in the shadows, he prospered.

---

But even Malvorn, with all his schemes and secrets, did not know the full truth.

He did not know that the broken law was not a natural phenomenon. He did not know about Zephyros. He did not know that somewhere in the depths of Aethelgard's most forbidden archives, there existed a document that had been sealed away for two hundred years—a document that contained the secret to fixing everything.

He did not know that a tiny, glowing worm would soon become the most important creature in existence.

And he certainly did not know that a badger named Barclay Thornwallow would be the one to bring it all crashing down.

---

But that's a story for another time.

For now, let us simply observe the kingdom as it was on the day our tale truly begins. The sun was rising—slightly earlier than usual, because it was feeling energetic—and the citizens of Aethelgard were going about their daily lives.

A squirrel was burying an acorn.

A kingfisher was eyeing the water.

A badger was polishing his armor and dreaming of honor.

And somewhere, in the celestial void that existed beyond reality, a fired architect was watching it all with a smug, petty smile.

The universe had developed a sense of humor.

And it was never going to be the same.

---

[End of Prologue]

---

What Happens Next?

Chapter 1: The Knight Who Couldn't Catch a Break

Barclay Thornwallow's day begins, as all his days do, with a disaster. He is assigned a simple task: escort a message to the neighboring kingdom. He doesn't make it past the city gates before the message is eaten by a migrating flock of paperwork, the gates close on him, and he discovers a tiny glowworm has taken up residence in his pack.

The story of Aethelgard's most unlikely heroes has begun.

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