
eBook by J. Zachary Pike
On Arth — a world much like ours but with more magic and fewer vowels — adventuring is a fully commercialized industry. Monster hoards are securitized and sold off before the Heroes' Guild even kills the beasts. The Shadowkin (orcs, goblins, kobolds and their ilk) must carry NPC paperwork to avoid being legally looted and killed. When washed-up dwarven ex-hero Gorm Ingerson defends an undocumented goblin, he's recruited by a prophet of the mad goddess for a suicidal quest — one that powerful corporations and governments are watching very closely.

The adventuring industry on Arth is a fully commercialized machine — monster hoards traded on open markets before the heroes even show up to fight. Gorm Ingerson, a disgraced dwarven ex-hero, defends an undocumented goblin and ends up drafted into a suicidal quest that major corporations are watching far too closely.


Gorm and the king of Andarun have a problem: each other. While the Freedlands buckle under market turmoil and civil unrest, Gorm pursues what he believes is the heart of a royal conspiracy — while every power on Arth, mortal and otherwise, watches to see if he can survive long enough to prove it.

On Arth, the future of finance is crypt currency — enchantments are reliable, infrastructure is sound, and the fact that it involves phantoms of the dead and a worrying green glow is apparently fine. Experts agree it is the future, despite some deeply concerning details.