A cyberpunk‑fantasy adventure where the game becomes real and survival means deciding who you are willing to stop being.
What if the game became real, and walking away meant losing yourself?
Six lifelong friends wake up inside the characters they created at the gaming table decades ago. Their bodies are stronger. Their abilities are real. The world around them feels more vivid and more dangerous than anything they ever imagined.
What begins as an impossible adventure quickly becomes something else. The longer they survive as Primus, Darkwind, Whisper, Athena, Khan, and Simon, the harder it becomes to remember who they were before. And if they fail, they will not just lose the world they have entered. They risk losing each other, and the people they once were.
Summoned by an inexperienced mage named Cedric, they learn that this world teeters on the brink of collapse. Rumors speak of ancient forces and long‑lost artifacts, but saving a world may be simpler than saving themselves.
Their journey is one of survival, discovery, and fracture. As they navigate treacherous gangs, conspiracies, and beings far beyond anything they imagined at the table, they must confront the most dangerous question of all.
When a role fits this well, who are you when it is gone?
This is not a game anymore.
And there may be no way back unchanged.
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