
eBook by Colin Parker, Oleg Sapphire
A system arrives on Earth, and half of humanity dies and becomes zombies while the other half must try to survive. For Varg — a sociopath with no ties and no regrets — this brutal new world feels almost tailor-made. Following Varg across a system-driven apocalypse, the series sends him through zombie-infested cities, alien worlds, interdimensional challenges, and encounters with gods, vampires, elves, and worse. Each new threat is another test the system is all too happy to provide.



Varg continues to explore his world and finds himself liking it more and more, despite the dangers lurking at every turn. When gnomes make an incursion and begin taking humans back to their world, new tasks send Varg into strange realms — including a world of abominable snakes and an elven world where a valuable prize awaits. Necromancers also make their appearance.

Varg has completed no few trials and considers himself an experienced survivor. But the system and fate have apparently joined forces. More tests in new worlds lie ahead — will he meet a new friend, encounter ancient vampires, or rescue a mysterious woman in distress? The system keeps seducing him with ever-newer tasks.

Varg knows by now that the system is not simple and the world is diverse. Zombies are far from the most dangerous enemies. In this installment, Varg crosses paths with Kaia, the Tariantsi, the Seraphims, and other unpleasant characters with their own guardians and plans — all bent on usurping and enslaving the world. Aided in his tasks by Zhorik, son of Kaia, Varg presses on.

Varg's character lands him in difficult yet interesting situations once again, as powerful entities try to achieve their goals through him. These entities cannot act on Earth directly, but their disciples are strong enough to make life difficult. Numerous encounters await — pirates, scorching islands, and at the end, a bloody ball.

The system seems determined to send Varg to his death at any cost — but he doesn't mind, since each attempt only earns him more of the trophies he loves. Now he is the proud owner of his own fortress, and though he is unsure what to do with it, he loves it fiercely. Naturally, all his enemies want to conquer it at once.

Even by Varg's standards, the system has packed in almost too many adventures this time. He makes the acquaintance of new peoples and creatures, battles old and new foes, and must simultaneously protect those he cares about from capture — a challenge that would make even a sociopath break a sweat.

The loyal servants of an evil dark deity rule their world unchallenged — until they make the mistake of provoking Varg's wrath. The result is a furious sociopath who has had enough. But Varg has been invited to the Ball of a Thousand Warriors, where challenges and system tasks await, and he will not go alone.

This time Varg is in genuine danger of losing everything he holds dear. His past decisions bring unexpected allies from among old, eccentric acquaintances, raising his chances — but is this cure worse than the disease? The abyss that protects him may yet decide the outcome.

Varg faces water-people and dragon-creatures without flinching — but the dragons prove to be no joke when they destroy something precious to him. He wastes little time on grief, however, since dragons are also the owners of well-stocked treasure vaults. Or rather, they were.

Surprising discoveries await Varg in unexpected places. A destroyed home can be replaced — if he doesn't die in the process. His old enemy is long dead but still dangerous. Will Varg claim his reward in the form of a new home, or will he end up among the undead army of the Lich King?

Varg seems to have found kindred spirits — people who live for constant battles and lavish feasts, untouched by treachery or betrayal. How long will he stay among them, and what adventures will he share with them? The universe, it turns out, may be too small even for a sociopath with his own agenda.

Yesterday's enemy becomes today's ally, and Varg — working to grow not just physically but mentally — tries to make decisions for the good of his clan rather than on impulse. When the system delivers exactly what he wants (more battles, more trophies), a routine mission into the world of the gnomes spins out of control, and Varg finds himself risking his life to protect a young king.

Varg would not have thought himself capable of further change. Yet in a world where the system rules, even a sociopath can evolve — though it takes dying more than once to get there. Now more than a proud survivor, he may also call himself a Confidant of the Abyss, and that means boredom is the one thing definitely off the table.

Death is probably not the scariest thing — returning from it and realizing how close you came might be worse. With the Abyss and Chaos as allies, Varg encounters threats that should not exist in his world: so powerful that even the system struggles to manage the consequences. Nobody told him to stay away. As usual.