Ariel and Jenna were once thrill-seekers in the digital sprawl of 2055, diving into Nexus Advanced Systems Technology’s full-immersion simulations for the rush. But since going wireless, they’ve lost the line between simulation and reality—if there even is a line.
After facing off against soul-sucking Kaigan in an Atlantean war, dying, resurrecting, and surviving god-forged battlefields, the two are tasked by the goddess Persephone with their most dangerous mission yet: tracking and defeating George Pickingill, a necromancer who escaped from the Underworld and is rebuilding his coven in Salem.
Masquerading as witches in the famed Witch House under Hecate’s guidance, Ariel and Jenna play the long game—peddling potions, charming tourists, and conjuring ghost-spoken tech—all while baiting their trap.
What follows is a descent into occult horror: kidnapping, torture, death by burning, and hanging—only to rise again through nanite-driven regeneration and divine intervention. In the end, Ariel and Jenna defeat Pickingill, binding him with blades gifted by gods, and cast him back into the Underworld through a cursed mirror.
But even victory comes with a cost. Their blood is no longer human. Their loyalty is shifting. Their bond with the gods deepening.
And ambrosia, like power, is addictive.