
eBook by Ramy Vance
What if J.R.R. Tolkien's work wasn't fiction, but a primer to help humanity get accustomed to a harsh truth? There are nine known realms, a world for each race — including dwarves, gnomes, and elves. In the middle rests Middang3ard. Each world knows the others. Each, except Earth. Humans long ago turned their backs on magic, and their governments shielded them from the reality of what was happening elsewhere. Then the Dark One appeared, threatening to overrun all nine worlds — and the second planet just went dark. Now, humans must send elite warriors to Middang3ard to fight before the battle reaches Earth's shores. Too bad their elite starts and ends with Robert "Suzuki" Fletcher and his team of Mundanes.

What if J.R.R. Tolkien's work wasn't fiction, but a primer to help humanity get accustomed to a harsh truth? There are nine known realms, a world for each race — including dwarves, gnomes, and elves. In the middle rests Middang3ard. Each world knows the others. Each, except Earth. Humans long ago turned their backs on magic, and their governments shielded them from reality. Then the Dark One appeared, threatening to overrun all nine worlds. Now, humans must send elite warriors to Middang3ard to fight before the battle reaches Earth's shores. Too bad their elite starts and ends with Robert "Suzuki" Fletcher and his team of Mundanes.

Robert "Suzuki" Fletcher is on a mission to save one of his fellow Mundanes captured by the Dark One's forces. His teammate is being held in the heart of enemy territory — and his HUD gives him a horrible chance of surviving. Soliciting the help of more experienced MERCs, the team must gain the skills necessary to mount a rescue. The problem: gaining experience in Middang3ard is incredibly, horribly painful. The leader of the Horsemen has a quest that might grant them what they need — but can they survive it? There are no saved games in Middang3ard.

Against insurmountable odds, the Mundanes have launched a daring rescue for Beth — and the Horsemen are with them. But luck might not carry them far. Beth is held deep within the Dark One's headquarters, and there is no backup, no chance to retreat. Worse, the Dark One is preparing a final assault that could destroy all the remaining worlds, including Earth. Do the Mundanes and Horsemen have what it takes to save Beth — and all nine worlds?

The Mundanes finally have a chance to stop the Dark One — too bad they have to die to do it. After José's untimely death, the Mundanes must step up as new leaders of the MERC world. In his honor, they head to the Island to find Ambrosia and throw a party for the fallen MERC. But the Dark One is already on the Island, hatching deadly warriors at a terrifying pace. And José's ghost is haunting the Mundanes with a plan to defeat the Dark One — one that requires them to join him in the afterlife, while simultaneously fighting the battle on the Island.