The Mind's Game

The Mind's Game

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WpMetadataReadMatureOngoing2h 6m
WpMetadataNoticeLast published Mon, Aug 3, 2026
WpInfo
Fiction
Fantasy
Dark Fantasy
Where a world is built on power, promises are rarely honest and friends are rarely true. Mythion never meant to be part of a game he already avoided in the past. Mirie never meant to follow someone already tangled in it. As manipulation spreads through kings, prophets, and heros alike, it raises a simple question: who is truly pulling the strings and who believes they are truly free? Mythion wants revenge. Mirie wants purpose. Between smiling leaders, hidden masters, and a world shaped by unseen hands, they discover one truth: Nobody ever enters the game freely.
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During the pandemic of 2020, Seth Mayhew discovers a long-forgotten recording preserved in the archives of the Library of Congress from 1949. The voice belongs to his great-grandfather Gregory Mayhew, recorded at the age of seventy-nine by Alan Lomax. What follows is the astonishing story of a summer in 1883 when the Kansas frontier witnessed the impossible. Gregory was only thirteen when his uncle Anton came into possession of a mysterious artifact known as the Rod of God, a relic rumored to carry the power to override nature itself. With it, Anton becomes the enigmatic showman of legend called Mr. Miracle, traveling the prairie in a painted circus wagon and performing wonders no stage magician could duplicate, or explain. But miracles have consequences too. Resurrection defies the natural order. Forbidden alchemy brings forth a strange child who may carry the soul of an ancient murdered immortal. And as the Miracle Wagon chases a wandering circus across the American West, faith, greed, and fear begin to follow close behind. Because magic that has been stolen from Creation itself, cannot remain hidden forever. And every miracle comes with a cost.

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