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Herbie Brennan Books in Order

Explore Herbie Brennan books in order, from Faerie Wars to his nonfiction, with series guides, short summaries, and help choosing where to start.

Last updated: July 4, 2026

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58 books

Getting Rich

by Herbie Brennan

1988

A beginner's guide to money that looks at earning, managing, and thinking sensibly about wealth. Brennan keeps the tone practical and straightforward rather than grand or preachy.

Emily and the Werewolf

by Herbie Brennan

1993

Emily learns that the angry Farmer Osboro turns into a werewolf, and that her grandmother may know more magic than she expected. It is a light, funny fantasy with spells, family, and a monster problem.

The Mystery Machine

by Herbie Brennan

1995

Hubert presses a glowing button on a strange machine and discovers his nasty new neighbor is really an alien scout. The result is a fast children's sci-fi adventure with big consequences.

Bad Manners Day

by Herbie Brennan

1996

Martha persuades the Queen to declare a National Bad Manners Day on her birthday. The result is a gleeful children's story that turns politeness, rudeness, and chaos into a joke.

Little House

by Herbie Brennan

1996

A short spooky story for younger readers, set around a small house with a secret and a steadily growing sense that something is not right. Brennan keeps the chills light but real.

Mario Scumbini and the Big Pig Swipe

by Herbie Brennan

1996

Mario Scumbini gets pulled into a comic caper built around a stolen pig and a rapidly tangling mess of trouble. It is a short, lively story with plenty of mischief.

The Thing from Knucker Hole

by Herbie Brennan

1996

Something strange is stirring at Knucker Hole, and the children who investigate find more trouble than they expected. Brennan turns a local monster mystery into a quick, spooky adventure.

EgyptQuest - The Lost Treasure of The Pyramids

by Herbie Brennan

1997

This interactive historical adventure sends you into ancient Egypt in search of treasure and survival. Your choices shape the route, the risks, and whether you make it out at all.

Kookaburra Dreaming

by Herbie Brennan

1997

Cheekyfella follows the thief who stole his sacred didgeridoo from the Australian Outback to England. At the same time, Emma Preston is determined to send the instrument back where it belongs.

Letters from a Mouse

by Herbie Brennan

1997

S. Mouse writes from an office-supply company after a suspicious phone call suggests something criminal is brewing. Young readers are invited to follow the clues and solve the case with him.

Memory

by Herbie Brennan

1997

A simple introduction to how memory works, why people forget, and what can help them remember better. Brennan keeps the ideas practical and easy for younger readers to use.

Seriously Weird True Stories

by Herbie Brennan

1997

A grab bag of supposedly true stories selected for their weird, creepy, and head-scratching details. It is aimed at readers who love the odd corners of the real world.

Alien Contact

by Herbie Brennan

1998

A short overview of claims that humans have encountered alien visitors, weighing reports, theories, and unexplained cases. It is geared to readers who enjoy big questions more than tidy answers.

Eddie the Duck

by Herbie Brennan

1998

When Eddie spots a bank robbery, he is kidnapped by the criminals who think a duck cannot cause trouble. They badly underestimate a very determined detective.

Martian Genesis

by Herbie Brennan

1998

Brennan builds a provocative case around Mars, ancient mysteries, and the possibility that human origins are far stranger than standard history admits. It is speculative, energetic, and unapologetically bold.

Seriously Weird True Stories 02

by Herbie Brennan

1998

Another collection of real-life stories chosen for their bizarre, creepy, or hard-to-explain edge. It is built for readers who like facts that sound stranger than fiction.

The Internet

by Herbie Brennan

1998

An accessible introduction to the internet, explaining how it works, what people use it for, and why it changed everyday life so quickly. Brennan breaks a big subject into clear, manageable pieces.

Eddie And The Bad Egg

by Herbie Brennan

2000

Duck detective Eddie lands in another comic mystery, this time involving gangsters, chickens, and one very bad egg. The pace is quick, the jokes are broad, and the trouble never sits still.

Jennet's Tale

by Herbie Brennan

2000

When the kindly Father Peter is replaced by a sinister new priest, Jennet realizes her life may be in danger. Brennan builds a dark, compact historical fantasy around fear, faith, and survival.

RomanQuest

by Herbie Brennan

2000

An interactive adventure set in the Roman world, where your decisions shape the path and the danger. History, puzzle-solving, and gamebook tension all work together here.

Techno Future

by Herbie Brennan

2000

A fast introduction to the real science behind science fiction ideas like artificial intelligence, robots, cyberspace, and future tech. It asks which old predictions came true, and which did not.

The Atlantis Enigma

by Herbie Brennan

2000

A brisk survey of the Atlantis mystery, from the original legend to the many theories built around it. Brennan is less interested in settling the case than in laying out why it still fascinates people.

The Little Book of Nostradamus

by Herbie Brennan

2000

A compact introduction to Nostradamus and the prophecies often connected to the modern world. Brennan presents the man, the mystery, and the arguments that keep readers coming back.

The Secret History of Ancient Egypt

by Herbie Brennan

2000

Brennan offers a speculative re-reading of ancient Egypt, linking pyramids, sonics, electricity, and lost knowledge. It is the kind of book meant for readers who enjoy bold historical what-ifs.

Zartog's Remote

by Herbie Brennan

2000

An alien child makes an illegal trip to Earth and accidentally swaps remote controls with a girl named Rachel. The mix-up turns into a funny sci-fi adventure about bullies, courage, and getting home.

Atlantis And Other Lost Civilizations

by Herbie Brennan

2001

A speculative tour through Atlantis and other vanished cultures, asking what they were and why they disappeared. Brennan writes for readers who enjoy mysteries of the ancient world.

Dr Jenner And The Cow Pox

by Herbie Brennan

2001

A short, accessible account of Edward Jenner's work on cowpox and vaccination. It introduces young readers to the science, courage, and controversy behind a major medical breakthrough.

Eddie And The Dirty Dogs

by Herbie Brennan

2001

Duck detective Eddie agrees to help a French poodle rescue her kidnapped husband, then discovers the whole case is a trap. It is a brisk, comic animal caper with gangsters on his tail.

Fairy Nuff

by Herbie Brennan

2001

Left alone in charge of the house, Fairy Nuff makes one very bad decision and blows the place up. That is only the start of a gloriously silly adventure involving villains, kidnapping, and mayhem in Bluebell Wood.

How To Remember Absolutely Everything

by Herbie Brennan

2001

A school-friendly guide to memory that offers tricks, exercises, and simple ways to hold on to more information. Brennan turns remembering into a skill readers can practice.

The Death Of The Dinosaurs

by Herbie Brennan

2001

A clear introduction to one of science's biggest mysteries, looking at the main theories behind the dinosaurs' extinction. Brennan keeps the ideas moving and easy to grasp.

Why Do Cats Purr?

by Herbie Brennan

2001

Using a familiar question as its hook, this short nonfiction book explores how cats communicate and what purring might mean. It is simple, curious, and easy for younger readers to follow.

Death

by Herbie Brennan

2002

A readable, wide-ranging look at death that moves from the body's final processes to the bigger spiritual and philosophical questions people keep asking. Brennan treats a huge subject with curiosity rather than gloom.

Nuff Said

by Herbie Brennan

2002

Fairy Nuff's lavish new housewarming party is already a disaster before old enemies arrive to ruin it properly. Brennan piles on explosions, absurd creatures, and cheerful chaos.

Faerie Wars

by Herbie Brennan

2003

Henry Atherton expects an ordinary chore and instead finds an exiled faerie prince hiding in Mr. Fogarty's house. To save Pyrgus and his realm, Henry is swept into a dangerous war between rival faerie powers.

Frankenstella And The Video Shop Monster

by Herbie Brennan

2003

When a monster in the video shop eats Stella's mum, quiet little Stella turns into the towering Frankenstella. It is a wild, funny picture book chase about anger, bravery, and monster-smashing payback.

Space Quest

by Herbie Brennan

2003

Built around 111 odd questions, this book takes a lively trip through space travel, black holes, aliens, and the origins of the universe. It makes big science feel approachable and fun.

The Spy's Handbook

by Herbie Brennan

2003

A mischievous manual full of codes, disguises, surveillance tricks, safe houses, and spy lore. Brennan makes secret-agent know-how feel both funny and just plausible enough to try.

The Ghosthunter's Handbook

by Herbie Brennan

2004

A hands-on guide to hauntings that covers ghost-hunting gear, famous cases, and ways to spot a fake. Brennan keeps the mood curious and mischievous rather than solemn.

The Purple Emperor

by Herbie Brennan

2004

Henry is pulled back into the Faerie Realm when Holly Blue and Pyrgus face fresh danger before a coronation. Old enemies, dark magic, and shifting loyalties make this sequel even more perilous.

The Aliens Handbook

by Herbie Brennan

2005

A practical, curious guide to alien theories, sightings, abductions, and hoaxes. Brennan mixes history, speculation, and hands-on tips for readers who like their mysteries cosmic.

Ruler of the Realm

by Herbie Brennan

2006

A suspicious peace offer hides a deeper threat in the Faerie Realm. When dark forces manipulate Henry into kidnapping Queen Holly Blue, the struggle for the throne turns desperate.

Strange Powers Of The Human Mind

by Herbie Brennan

2006

A brisk introduction to unusual mental abilities, from intuition and telepathy to hypnosis and mind over matter. Brennan presents a grab bag of cases and ideas that invite readers to question the ordinary.

The Codebreaker's Handbook

by Herbie Brennan

2006

A lively guide to codes, ciphers, and the tricks used to hide or crack secret messages. It turns cryptography into something playful, practical, and easy to try yourself.

Time Travel

by Herbie Brennan

2006

Part paranormal survey, part practical guide, this book explores claims that people can slip past the normal limits of time. Brennan treats the subject as a mystery worth testing, not dismissing.

Faerie Lord

by Herbie Brennan

2007

A plague is racing through the Faerie Realm, aging its people at terrifying speed. When Pyrgus turns up in Henry Atherton's world, Henry returns to Faerie to search for the truth and a cure.

Parallel Worlds

by Herbie Brennan

2007

Brennan gathers strange disappearances, scientific ideas, and fringe theories into a readable tour of alternate realities. It is a quick, curious look at what might exist beside the world we know.

The Wizard's Apprentice

by Herbie Brennan

2007

A playful guide to wizardry that mixes lore, case studies, and practical exercises. It invites readers to think like magicians while keeping one foot in story and one in experiment.

Through the Wardrobe

by Herbie Brennan

2008

Edited by Brennan, this essay collection revisits the Chronicles of Narnia through the eyes of modern writers and fans. It looks at the books' characters, themes, and lasting pull without losing the fun.

Final Victory

by Herbie Brennan

2009

Jurgen Wolf has been taught to worship Hitler and believe the Nazi cause is noble. As Germany collapses, he has to face the brutal gap between propaganda and reality.

The Shadow Project

by Herbie Brennan

2009

Teen thief Danny Lipman breaks into the wrong house and discovers a secret spy program built on astral projection. Recruited instead of arrested, he steps into a world of covert missions and occult danger.

The Doomsday Box

by Herbie Brennan

2010

The Shadow Project team is sent back to Cold War Russia to stop a time-travel plot that could unleash plague on the modern world. Spy action and supernatural powers drive the danger from the first page.

AztecQuest

by Herbie Brennan

2011

This choose-your-own-path adventure throws you into the dangerous world of the ancient Aztecs. Survival depends on the choices you make, the clues you notice, and how boldly you play the game.

GreekQuest

by Herbie Brennan

2011

An interactive adventure that drops you into ancient Greece and lets your choices shape the story. Part history lesson, part gamebook, it mixes danger, puzzles, and a brisk sense of fun.

The Faeman Quest

by Herbie Brennan

2011

Mella, the half-human, half-faerie daughter of Henry and Holly Blue, stumbles into Haleklind and uncovers plans for invasion. Her stubborn courage may be the only thing standing between Faerie and catastrophe.

The Secret Prophecy

by Herbie Brennan

2012

After his father's death, Em Goverton discovers a deadly trail linked to a five-hundred-year-old Nostradamus prediction. Hunted by armed strangers, he has to solve the puzzle before a disaster wipes out a generation.

The Mysterious World of Cats

by Herbie Brennan

2017

A playful tour through cat lore, myth, and odd behavior, mixing anecdotes, folklore, and bits of science. Brennan asks why cats seem so uncanny, and why people remain happily obsessed with them.

Nectanebo

by Herbie Brennan

2019

Ancient Egypt crashes into the modern world when the last native pharaoh awakens in present-day New York, in another man's body. Brennan turns resurrection, murder, and history into a strange, high-stakes thriller.

Where should I start?

If you want his biggest fantasy series: Faerie WarsThe Purple EmperorRuler of the RealmFaerie Lord
If you want teen spy adventure with a supernatural twist: The Shadow ProjectThe Doomsday Box
If you want interactive historical adventures: EgyptQuest - The Lost Treasure of The PyramidsGreekQuestRomanQuestAztecQuest
If you want the stranger nonfiction side of his work: The Secret History of Ancient EgyptAtlantis And Other Lost CivilizationsParallel Worlds
If you just want something lighter and funny: Fairy NuffNuff Said

Author bio

Herbie Brennan was born James Herbert Brennan in Gilford, County Down, on July 5, 1940, and grew up in a grocer's family in Northern Ireland. He was drawn to strange stories and stranger questions very early, and that mix of folklore, history, mysticism, and mischief never really left him.

He was curious by nature.

At 18 he joined the Belfast Telegraph as a reporter. He moved quickly through journalism, and by his mid-20s he had become one of Ireland's youngest newspaper editors. In the 1960s he moved to Dublin, where he edited the weekly magazine Scene. That newsroom training shows up all through his fiction, in the brisk pace, the cliffhangers, and the way he could explain odd ideas without sounding heavy.

Writing did not arrive as a clean career switch. Brennan also worked in advertising and counseling, wrote about occult and paranormal subjects, and kept following whatever subject caught his attention hard enough. He later said that discovering role-playing games opened another door for him. Interactive adventures, fantasy, and speculative history all gave him room to mix research, puzzles, jokes, and big what-if questions.

That range became the point.

Many readers know him best for Faerie Wars and the books that followed, where an ordinary boy, Henry Atherton, gets pulled into a Faerie Realm full of court politics, dangerous portals, and sharp-tongued allies. Others came in through the teen spy fantasy The Shadow Project or the conspiracy thriller The Secret Prophecy. Late in life he published Nectanebo, a novel that connects modern life with ancient Egypt, a subject that fascinated him for decades.

He also wrote a great deal of nonfiction, much of it built around the idea that the world is weirder than it looks. Books such as The Secret History of Ancient Egypt, Parallel Worlds, and The Mysterious World of Cats show how wide his interests ran. Some readers loved the historical speculation. Some came for the paranormal. Some just liked the fact that he could make even a sideways topic feel lively and readable.

In 2007 he completed a master's degree at the University of Exeter in Western Esotericism. He also published under J. H. Brennan and other pen names, and he kept moving across children's fiction, young adult fantasy, practical handbooks, and adult nonfiction. He was not the kind of writer who wanted to stay in a single lane if there was a more interesting side road available.

In later years he lived in Tullow, County Carlow, with his wife, Jacquie Burgess. Cats were part of the household too, which makes The Mysterious World of Cats feel less like an odd detour and more like exactly the sort of book he was always going to write.

He died on January 1, 2024. By then he had published more than 100 books for children, teens, and adults, and his work had traveled far beyond Ireland. What holds the whole body of work together is not one genre or one age group, but a particular cast of mind: playful, skeptical, drawn to mystery, and always ready to ask what might be hiding just behind the usual version of events.

Edited by

Richard Reis

Software engineer whose passion for tracking book recommendations from podcasts inspired the creation of MRB.

Anurag Ramdasan

Lead investor at 3one4 Capital whose startup expertise and love for books helped shaped MRB and its growth.

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