No light. No clothes. No warning. And no tutorial.
“Oh devs who art in the issue queue. Hallowed be thy code. Thy commits merge without conflict. Thy will be done in production as it is on local. I’m sure you guys are busy and all, but I can’t log out.”
As a programmer, Ike knows all about Virtual Dive Experiences (VDX), but when he suddenly wakes up in a virtual game he’s never heard of, he’s too busy struggling to survive to worry about how he got there. Luckily, he’s got a trick up his sleeve: The ability to program custom enchantments for his gear.
He’ll need that and more to figure out what’s going on, since there’s no tutorial and True Calling plays by its own rules: Your class and race are chosen for you, the NPCs are indistinguishable from the players, every quest is unique, and the GMs keep leaving Ike’s prayers unanswered.
Audible ($19.95) Kindle ($5.99) Print ($14.99)
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Meet the Party
Play the Game
Calling System
True Calling chooses the class, race, attributes, and starting area for every player. Many are frustrated by the lack of choice... at first. Then they realize how well it all suits them.
Unique Quests
Players can only gain levels from quests, but quests are rare and unique in True Calling. You never know where or when you'll find one, and there are no strategy guides or walkthroughs to help you.
Lifelike NPCs
The non-player characters who populate True Calling are indistinguishable from the players. The only thing they can't do? Talk about the real world.
World Firsts
Like many RPGs, True Calling awards achievements. They even come with useful bonuses. However, only one player can ever achieve a World First, making them as rare and unique as the quests.
GM Prayers
When a True Calling player has a support request, they don't use a separate interface. They get down on their knees and pray for salvation, then hope the all-powerful GMs heed their call.
Peacebonds
There are no rules to prevent PvP in True Calling except for the peacebonds, magical tattoos that are applied by guards and only apply within settlements.
Book Two on Kindle April 7th
“Don’t talk about this to anyone. Follow the hidden message. Do your best to act like an ordinary player and everything will be okay. And above all, don’t die.”
One adventure ends while another begins. Along with Ada, Dusty, Clay, and Milly – plus a familiar stowaway – Ike leaves Weir and travels to the capital city of Halorin. On the surface, it’s a quest to meet the King, but Ike’s primary goal is to find the Sage Keys so he can finally log out.
Too bad nobody’s heard of them and the big city has other plans. Ike’s new armor takes on a mind of its own, leading to friction within the party. A guild of World First holders has their eye on Ike. And he’s still getting used to his newfound hero status. All of which might be easier to handle if Ada were around, but real life keeps pulling her away from him.
Meanwhile, darker truths lurk in the city’s shadows. The gruesome Tawdd, a masked assassin, a cursed relic, and worse await Ike in the Hallowed Labyrinth for which the city is named. Getting in will be hard, but getting out might just be game over.
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