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Wind Slinger
Every game has rules. This one might get her killed.
Elizabeth Shepherd just wanted to save her mother. Instead, she struck a bargain with something that shouldn't exist - and now her mom lies in a coma, her mentor's secrets are unraveling, and a man named Lorne wants blood.
So Liz does what any self-respecting gamer geek would do: she runs. Motorcycle, dice, and two thousand dollars in savings - she's putting Syracuse in her rearview and daring the monsters to follow.
They do. Reality itself starts tearing at the seams, nightmare reflections of the world stalk her every step, and the eldritch fey she owes a debt to isn't the kind that forgets. To survive, Liz will have to master the Wind - an ancient, singing power that's haunted her blood since she was a child - and find allies among things that were never meant to be trusted.
Rules lawyers, monster summoners, and one very inconvenient apocalypse: welcome to the Irrational Worlds, where the dice are loaded and the stakes are real.
Wind Slinger is a novel in JM Guillen's Irrational Worlds, a Lovecraftian, LitRPG-flavored urban fantasy - part of the sprawling multiverse of The Paean of Sundered Dreams.
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