Synopses & Reviews
Mercer may seem like your average eighth-grader, but every day during study hall, he rolls the dice and conquers the world in Wizards of the Warrior World, a fantasy role- playing game. In the game, Mercer is Shathdra, sixth-level Warrior-Mage, fighting to survive and gain wealth and power. Mercer lives for the excitement of the game, until one day when reality becomes even stranger than fantasy. When a group of religious fanatics protest the game for its simulated use of magic, the press picks up on the story, and Mercer finds himself being stalked by four real-life wizards who are desperate for his help. With his life suddenly in danger, role-playing takes on a whole new meaning for Mercer Dickensen.
Review
The tale moves along briskly to a rousing, twisty finish. Gamers and general light comedy fans will love it. (Kirkus Reviews)
Synopsis
Short, if the ancient maps were correct, I'd face my sworn enemy. Soon, I'd discover whether the sword of Calandra was a magical weapon capable of defeating an army, or a worthless piece of iron I'd been tricked into buying. Not much longer, I told myself, trying to control the excitement that buzzed through my nerves. Soon, revenge would be mine. Soon, the head of Maraku would dangle from my belt, and his heart would nourish the wolves who followed my trail.
But first, I had to make it through the rest of my third-period geography class.