
eBook by C.M. Carney
Betrayed by those closest to him, ex-spy Finn Caldwell thought he'd escaped his life of violence and deception. When a frantic message from his estranged sister draws him into the Realms — a strange game-like world of magic and wonder — Finn is forced to embrace his deadly skills once more. Armed with a mysterious artifact known as a Godhead, Finn becomes the warrior-mage Gryph. To save his sister, he must first escape a sentient dungeon by defeating its master, the Barrow King.

Betrayed by those closest to him, ex-spy Finn Caldwell thought he'd escaped his life of violence and deception. When a frantic message from his estranged sister draws him into the Realms — a game-like world of magic and wonder — Finn is forced to embrace his deadly skills once more. Armed with a mysterious artifact known as a Godhead, he becomes the warrior-mage Gryph. But to save his sister, he must first escape a sentient dungeon by defeating its master, the Barrow King.

All Gryph wanted when he entered the Realms was to find his missing sister. Then he angered a power-mad god, was banished to the undead hell known as the Barrow, and ended up face-to-maw with a soul-eating lich. With a ragtag group of companions, Gryph escaped the Barrow — but when a deadly secret leads to betrayal and murder, he must become the one thing he never wanted to be: a leader. A world-conquering zealot is after an ancient weapon of incredible power, and only Gryph can stop him.

All Lex wanted was to help his friend Gryph find his sister and maybe save the world. But everything goes wrong when Lex gets separated during their transfer into the Realms. Lost, alone, and forced to relive the same day over and over, Lex must defeat the agent of a despotic god, uncover hidden truths about himself, and find his way back. If he fails, the Realms face destruction.

Gryph entered the Realms with one mission: save his sister Brynn. He didn't want friends, responsibilities, or reasons to care. Then an ally thought long dead returns with the slimmest of hopes. Gryph and his companions must outwit a mystical crime syndicate, evade an infallible bounty hunter, and face off against Brynn herself — now a goddess with no memory of her true self. If Gryph fails, both he and his sister will lose not just their lives but their souls.

Gryph thought freeing his sister Brynn from the High God's shackles would be the end of his mission. He was wrong — it was only the beginning. Tasked with building an army for the Resistance, Gryph quickly realizes it will never be enough to stop the High God's despotic quest to control the Realms. Then a long-buried secret resurfaces, and a desperate plan is hatched. The survival of the Realms rests in Gryph's hands.

War is coming to the Realms, and only Gryph and the power of his Godhead can prevent the apocalypse. Racing to rescue a critical spy — who happens to be his younger sister — Gryph is suddenly ripped from the Realms by an unknown foe. Lex must lead a rag-tag group of companions to get Gryph back, while discovering that the Princes of Chaos have turned their malevolent eyes on the Mortal Realms. Where their gaze falls, destruction follows.

The Realms face annihilation, and their greatest defender has gone missing. When Gryph is torn away by the Light — an ancient secret society sworn to end the High God — he is offered a quest: help resurrect the Source and free all the peoples of the Realms. But things are not what they seem, and Gryph soon discovers that even in the Light, shadows fester. To save his sister, his friends, and the Realms, Gryph must win the war of the gods.

The Elders of the Light have kidnapped Lex — the only entity with knowledge of how to remove a Prime Godhead without blowing a hole in reality. In pursuit, Gryph must power himself up by any means necessary. With the aid of an unlikely and untrustworthy ally, Gryph must journey to the Doom Vault, an ancient fortress his soul once called home. There, he will fight against gods, uncover ancient secrets, and make impossible choices that will determine the fate of the Realms.