
The Grand Game
Tom Elliot
Michael, an assassin and caster, is thrust into the Forever Kingdom and forced to participate in the Grand Game — a ruthless, system-governed contest where survival depends on mastering Powers, Sects, Houses and dungeon-like Trials. Starting with no memories in Erebus' deadly proving-ground dungeon, Michael must climb the Game's hierarchy, founding House Wolf and confronting ancient Powers and Forerunners while his strength, skills and political influence grow with every Trial survived.
Progression: Explicit Game-based progression central to every volume. The Grand Game quantifies advancement through: Powers (ascendant tiers of personal strength, culminating in near-Power status for Michael), Sects and Houses (ranked factions that grant resources and territory), dungeon Trials/Erebus proving grounds (tiered dungeons with lethal clearance thresholds), caster/assassin skill trees and spells that visibly rank up, and a Kingdom-wide Power hierarchy where Houses compete for dominance. Advancement is foregrounded — each book is structured around clearing a Trial or rising a House rank, with status, followers and magical potency gating entry to Nexus and higher Game stages. Progression is explicit, measured and drives all major conflicts.












