
eBook by Andrew Karevik
Artemis has inherited his father's adventuring shop at the base of Giantskarl mountain, home to a vast and mysterious dungeon. Where his father was content selling trinkets for a pittance, Artemis wants to build a merchant empire — using his skills as a Runesmith to inscribe enchantments onto items and command higher prices. The problem: his shelves are empty, and he needs a magical bone to fashion his scrive. The only place to find one is the dungeon — the same death trap no one in the village dares enter. The life of a shopkeeper was never going to be peaceful.

Artemis has inherited his father's adventuring shop at the base of Giantskarl mountain. Where his father sold trinkets for a pittance, Artemis wants to build a merchant empire using his Runesmith skills. The problem: his shelves are empty, and the magical bone he needs for his scrive can only be found in the dungeon — the same death trap no one in the village dares enter.

With the Karl restored and his adventuring shop running in full swing, Artemis is ready for the next phase of his plan. But when the lumber he ordered is stolen and a ruthless competitor claims every parcel of land in New Valley, he must venture out into the world to stay in the game — summoning spirits, broadening his repertoire of runes, and delving into new dangerous parts of the dungeon.

Henshaw Tarley has been subdued and New Valley is Artemis's to develop. His plans are clear: secure alchemical ingredients, find a wand maker, and set up a Magical Tattoo Parlor. But trouble finds him before he can make headway — a trip to Rence ends with him stranded in fairy lands, discovering that Giantskarl is not the only dungeon in his territory.

Now Governor of Karlton, Artemis still needs to unlock the Merchant Class — and the revenue requirements are steep. Looking for new business opportunities, he opens new trade routes with nearby cities and searches for a wand wing for his store. His journey leads him to a strange floating city plunged into civil war, and back into the Karl where a mysterious well threatens everyone in New Valley.

Artemis stands at the top of the world: proprietor of New Valley, governor of Karlton, head of House Landon, owner of the Giantskarl and Opal Dungeons, and wartime outfitter for the Draconic Resistance Army. But when the King summons him to lead an invasion he finds morally unconscionable, Artemis faces an impossible choice — comply, or defy the crown and declare independence, with everything he has built on the line.