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**This edition features TWO bonus chapters**
"We become who we have always been."
Dathomer believed he was meant to fulfill the ancient prophecies and slay the Dragon. Instead, he failed.
For twenty years he has wandered, haunted by that failure and searching for purpose. When he finally reunites with his former companions, he hopes to find it.
But Andromedus, the time-traveling wizard from the far past, doesn't appear. Instead, he sends a message carrying a dire warning: An empty future, void of life.
Theo, a brilliant engineer, has uncovered and modified an artifact from Andromedus. With it, the group can use the wizard's magic to move themselves through time.
Joined by the half-giant Rhy-Kur and the enigmatic Aurina, they set off through time to find Andromedus and prevent the future he saw.
Words once spoken cannot be recalled, and time is not easily undone. The harder they try to control the future, the more certain it becomes.
Featuring two bonus chapters:
An Annoyance: Kradon meets its resident wizard, and Andromedus meets a very important cat.
He Who Plays Out of Turn: The group plays a board game. It goes as well as you'd expect.
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