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A conflict of ideals - magic versus fire-powered weapons. The fate of Issalia hangs in the balance.
A new Empire has risen to power. Already in control of the east coast, the Imperial Army sets its sights on Issalia's western kingdoms. Tensions rise as both sides prepare for war.
What deadly weapon will the Empire develop next?
Brandt and Quinn are espions - part spy, part thief, part assassin. Undercover within Empire headquarters, they gather information, seeking a means to foil the Empire's plans.
One misstep could result in death - their own and thousands of others.
They are joined by a small squad of fellow wardens:
Wildcats - warriors trained to fight while powered by magic
Rangers - experts in nature, these archers scout enemy forces
Gadgeteers - engineers who invent magic-powered machines and weapons
Arcanists - those who can wield Chaos - a destructive, rune-based magic
Driven by the core belief that Chaos magic is evil, the Empire seeks to stamp out this scourge. If victorious, magic will be outlawed and those who can wield it...executed.
The wardens must stop this Imperial Gambit.