When Caspian is asked to deliver a letter to the Sorceress living in Ashtown, his train is attacked. However, there's more to this attack than a simple train robbery perpetuated by bandits...
Caspian has made contact with the sorceress who resides in Ashtown, but Erica Demonica de Angelo is nothing like he expected. Arrogant. Narcissistic. Rude. She is everything that he despises, and now he's being forced to protect her.
The Sorceress’s Knight Tournament, a competition that’s hosted once every five years, has come to Arcadia’s Knight Academy. This tournament will decide who becomes the knight for the newest sorceress—who just so happens to be Caspian’s childhood friend.
The tournament is still ongoing, and with several people plotting behind the scenes, it will take everything Caspian has and more to protect his friend and emerge the victor from the Sorceress’ Knight’s Tournament!
What should have been a simple investigation regarding the buying, selling, and creation of magical matrices becomes so much more when Cassadinia is attacked by Murakumos—the powerful MagiTech automatons that devastated the Colosseum during the Sorceress’s Knight’s Tournament.
Now the clock is ticking. Caspian and Elincia must team up with Erica, Derek, and the Peacekeepers under Commander Feral’s command to defeat the Lich King.
Caspian and Elincia are tasked with a new quest: Travel to Dorumhold and find evidence that the governing noble is trafficking slaves. But what seems like a simple task on the surface proves to be anything but as Elincia and Caspian find themselves contending with something they never expected to before. Another Sorceress, one not beholden to the Sorceress Council.
Caspian and Elincia have completed their mission in Dorumhold. Now, they plan to return home. But the danger isn't over yet. It all starts when they find out that Sylvia has been charged with treason...