The Mystic Coast
Magicadia, Book 1
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John P. Logsdon
The NPCs have free will, the war never ends, and the only real human in the game has no idea what he’s doing.
When Hank Carlisle tries to unplug his son’s computer from the internet, he inadvertently triggers the Transference System and ends up being transported into the game world of Magicadia. He finds himself stuck in a land of magic, monsters, and malfunctioning code. He's also mistaken for the game’s creator, who happens to be his son, George.
A daemon named Fredneroth had planned to trick George into helping the people of Glistershade Harbor by trapping him the next time he transferred into the game. Too bad he'd not considered the possibility of Hank arriving instead.
The stakes are dire, because if Hank and Fred can’t raise the sleepy port town of Glistershade Harbor to Level 20 and prepare its residents for the war to come, the Mystic Coast will fall. And if it falls...
Hank might actually die.
But they're not alone in this fight.
The NPCs have had their scripts removed, meaning they're able to think for themselves for the first time, and they're finding their new perspectives on life different than the norm. There’s a disgraced sorceress trying to outrun her past, a demon-bound angler with a bad temper, a trio of orcs rethinking their life choices, a major warlord discovering empathy, and two thieves with a flair for the dramatic...just to name a few.
Some of them were summoned to help; others heard the call by accident.
All of them are about to change the game.
If you're looking for a sprawling LitRPG adventure, with a large cast of characters and a story filled with humor, quests, and adventure, then you belong in the world of Magicadia.
©2026 John P. Logsdon & Ross M. Asbill (P)2026 John P. Logsdon