What if you’ve spent thirty years in a coma? And besides, as a battery for mages on another continent? Nothing special—you just have to remain yourself, rise a step above your opponents, lead them around by the finger, and move forward. The main thing is not to lose yourself in a random clash with a god and not let yourself be caught again. And someone is following your trail: agents of special assignments, priests of the god you’ve stepped on the toe of, and sorcerers—friends, or enemies. You don’t have a buddy named “Smartie” and computers; you only have quick wits, a girl-sorceress, and a whole lot of new and interesting things both in life and in magic.