
eBook by Melissa McShane
Aderyn has waited five years for the Call — the moment the system grants her a class and sets her on the path to becoming an adventurer. When it finally arrives, she's made a Warmaster: a class everyone considers useless. No real combat power, no magic, no impressive skills. Refusing to give up, Aderyn sets out to prove the world wrong. With the help of a young man from another world, she'll tackle dungeons, political intrigue, and continent-spanning quests — showing that a Warmaster can do anything.

After years of waiting, Aderyn receives the Call and is made a Warmaster — a class everyone dismisses as a joke. Undeterred, she sets out on her first adventure and, with the help of a young man from another world, begins proving that a Warmaster is far from useless.

The Fated One quest sends Aderyn and her friends north to the Repository, a distant stronghold of knowledge. The journey should be straightforward — but antagonistic companions, a mysteriously well-informed old man, and relentless monsters stand in their way, culminating in a clash with the deadly dungeon known as Winter's Peril.

The next clue in the Fated One quest leads the team to the lawless city of Obsidian. To get there quickly, they attempt the Gamboling Coil — a dungeon that can teleport adventurers anywhere in the world, but where nothing is as it seems. Surviving the dungeon is only the beginning; Obsidian's warring factions and a rival Warmaster may prove deadlier than anything inside.

On an eight-week cross-continent trek, Aderyn's team takes on a new escort mission: guiding a hostile, self-absorbed young adventurer named Jessemia through the wilderness. Aderyn alone sees Jessemia's potential — but when Jessemia's selfishness endangers everyone, even Aderyn's legendary patience may reach its limit.

A chance meeting with Aderyn's brother brings the team to Finion's Gate for the Glory Games — a spectacle of arena duels and small dungeons. But darker forces have infiltrated the city, threatening not just the Games but everyone involved, and Aderyn's team faces dangers worse than anything the arena can throw at them.

Beneath the Lonely Tor lies the Enchanterium — an ancient magical facility filled with strange devices and deadly traps. Racing against a rival team determined to slay a nearby dragon, Aderyn's group must delve the Enchanterium's secrets and question everything they thought they knew about their mission. Sometimes stopping someone else's heroic quest is the most dangerous task of all.

Aderyn and her friends travel to the Southlands to repel an orc invasion — a quest that requires her to find and command an army. In a land where politics can be deadlier than warfare, Aderyn must also brave the legendary Ivory Palace dungeon, whose beauty is matched only by its reputation for horror.

The orc war reaches its peak as Aderyn deploys every Warmaster skill she has against the relentless onslaught. When a former enemy arrives with new intelligence about the Fated One quest, Aderyn must choose between leading the human armies or venturing deep into the Blighted Range to destroy the orcs' stronghold of Charnel Keep.

The new Fated One's Destiny quest offers only two words of guidance: bring peace to the Northlands. With little information about the uninhabited north, Aderyn and her companions venture farther than humans have in centuries. As the truth of their quest unravels, they discover that nothing they have ever faced will test their bonds like the sacrifice Stormwatch Citadel demands.

Two final words remain: Enter Winterforge. Aderyn's team must cross a frozen wilderness to reach a mythic dungeon guarded by creatures of legend and nightmare, while a ruthless rival Fated One hunts them without mercy. When the system's guidance finally goes silent, Aderyn must discover skills she never knew she had before time runs out — and before the shattering truth behind the Fated One's Destiny quest changes the world forever.