
eBook by Andrey Vasilyev
Journalist Harriton is assigned to write articles on the virtual world of Fayroll and its developers. He grudgingly accepts — and soon finds himself enthralled by the fantasy world and its quests. As 'Hagen the Warrior', he enters a world where the thirst for success and legendary items spills into reality, and high-stakes bets are made on virtual characters. As Harriton's decisions in-game begin affecting his real life, he is drawn into the attention of powerful players and Moscow elite with a devouring interest in Fayroll's outcome — and discovers that this fantastic world conceals many dangers.

Journalist Harriton is assigned to write about the virtual world of Fayroll. He grudgingly accepts and soon finds himself enthralled by its quests, challenges, and possibilities. As 'Hagen the Warrior', he enters a world where the thirst for legendary items spills into reality and high-stakes bets are placed on virtual characters. His decisions in-game begin affecting his real life, drawing the attention of powerful gamers and Moscow elite — and revealing that Fayroll conceals many dangers.

Harriton's Fayroll articles are gaining traction, but he remains a low-level noob in the virtual world — an incredibly lucky one. Without much effort, Hagen stumbles onto a coveted hidden quest: save the four Dryad sisters, beginning with Ogina in the East. As he sets out on the long road east, Harry swims between two worlds — making friends and facing foes — until he is forced to pursue a real-life mission within the game, and the line between the two worlds grows dangerously thin.

Everything seems to be going well for Harriton — his work is well received, he enjoys Fayroll more than ever, and his new girlfriend Vika is a bright spot. But a visit from his ex-girlfriend's brother and a meeting with Raidion's Security make the real world feel more dangerous than ever. In-game, Hagen joins 'The Hounds' on a quest through the Northern Mountains, filled with terrifying creatures, royalty, and kidnapped princesses — all while continuing his quest to find the Dryad Sisters.

Hagen joins a recruitment office and considers a 'Free Company' heading South. The Dryad Quest nears its conclusion — but only a Palace Coup can complete it and change the rulers of the West. Hagen is drawn into an even bigger quest than he imagined, and meets an old God of Fayroll. In the real world, a visit from Vika's mysterious sister Elina reveals a gaming secret and causes turmoil for Harriton, as the Fayroll Times grows in popularity and staff.

With each chapter, the secrets Hagen has encountered in-game and in life inch closer to resolution. In reality, Harriton barely has time to process them: a flirtatious new journalist arrives at the editorial office, the Consortium emerges as a powerful rival to Raidion, and life keeps mounting complications. Hagen or Harriton? Game or reality? The two lives are becoming harder to separate.

A new quest drops Hagen into the Tigali Archipelago — a brand-new location where no player has set foot before. Unable to leave or contact other players, he joins Captain Daisy Englend's corsair crew, gaining a reputation among pirate factions, discovering new islands, and meeting the Great Kraken. In the real world, Harriton finds himself at the center of the biggest battle yet between Raidion and the Consortium — one that goes far beyond anything he imagined, and confirms his most daring guesses about the nature of Fayroll.

Hagen returns from the Archipelago to find the new government-imposed 'social' quests waiting — and has no choice but to accept them. As the new clan leader, he raises the Clan Blade as a symbol of power and prepares for war in the Borderlands. Meanwhile, ancient evil is penetrating the continent. The horrified developers realize they've made a terrible mistake. Undead are rising, evil spirits are uniting, and the Holy Order is under siege. And somehow, Harriton is at the center of it all.

Hagen has started a war. His clan, all of Borderlands, and all of Rattermark await the call to battle, as forces of evil tear cities apart. The ancient Lords of Death — once mythical — now spread fear and destruction. In the real world, 'The Hunt' for Harriton's head has begun. Someone wants him dead, and neither Raidion nor the Consortium knows who or why. Players are respawning after every in-game death, but real people are starting to die offline.

Dark days, but work must go on. Hagen stands at the edge of raid territory, facing undead raids led by an Immortal Baron — and for once he cannot proceed alone. It is time for skills, tactics, and teamwork with old friends and clan mates. Fayroll is filled with the spawn of Darkness led by Lords of Death, while a mysterious player is breaking the game's rules from within. In the real world, Harriton must fight for his life against a powerful and unscrupulous unknown enemy.

Wars have broken Fayroll. The Gelts fight for their new king. Dark creatures tear into the forces of Light. All the while, Hagen's small, unlikely clan is caught between opposing forces. Harriton must pay for a mistake he made — and in doing so discovers that difficult times reveal what was hidden before. New enemies, hidden motives, and mystery close in. In Fayroll he has sword and spell; offline, all he has is instinct, intelligence, and the few friends remaining.