A Found-Family Fantasy Adventure
For readers who love Ranger's Apprentice and Percy Jackson
The dead are walking. And they remember where they need to go.
Kira Duskwalker is a ranger—a tracker, a messenger, a woman who's spent years learning to handle
trouble on her own. But when the dead start clawing out of the mountains, she realizes some trouble
is too big for one person. Four strangers. No reason to trust each other. Every reason to walk away.
But something ancient is waking beneath the mountains—something that's been imprisoned for five
hundred years.
The marsh remembers what was buried there.
When a desperate mission sends Kira, Helga, Finn, and Alaric deep into Mistral Marsh, they discover
the treacherous swamp holds more than quicksand and hungry predators. Something ancient stirs
beneath the black water—something that was meant to stay forgotten. With Helga's courage tested,
Finn's past catching up to them, and Alaric's faith shaken, Kira must hold her found family
together.
THE PROTECTOR'S GUILD
J.S. Brundage built the Thornwick Protectorate for his sons. As a Dungeon Master, he'd spent years drawing maps, voicing NPCs, and setting traps. But there's the thing about being the DM: you never get to be surprised.
He wanted to play too.
On a rainy weekend when his youngest and he were both home sick with the flu, he decided to try something different—could AI run a decent D&D session? He wrote a prompt, set the scene in a corner of the Protectorate he'd never fully explored, and started rolling dice.
What happened surprised him. The AI didn't just run combat—it told a story. Characters emerged with real voices. Tensions built. For the first time, he got to experience his own world without knowing what came next.
The Duskwalker Chronicles is a gift for his boys, born from a flu-weekend experiment. Welcome to the Thornwick Protectorate.