Eliza Morgan had never expected to become the

protagonist of her own LitRPG. She was just the

postmistress of Willowbrook, a sleepy village

where the biggest drama was whether the bakery

would run out of scones before noon. That

changed when she opened an old, dustcovered box

from the town archives and found a glowing USB

stick marked LitRPG: The Quest for Willowbrook.

The moment she plugged it in, the world shifted.

Her phone screen flickered with a notification:

Welcome to the Game. Your stats are low. Choose

your class: Hunter, Healer, or Werewolf. Eliza

chose Healer — mostly because it sounded less

dangerous. But the game didn’t take kindly to

passive choices.

The next morning, the village square was overrun

by shadowy figures with glowing runes etched

into their skin. A man in a tailored suit

stepped forward, his tie perfectly knotted

despite the chaos. “You’re Eliza Morgan,” he

said, eyes sharp. “I’m Thomas Vale. You’ve just

triggered the first quest: Defeat the Werewolf

of Willowbrook.”

Thomas was a billionaire investor who’d bought

up half the town’s land under the guise of

“development.” His presence was a hard rule — no

one could leave Willowbrook without his

permission. Another hard rule: the game’s events

were real. If the werewolf killed someone, they

died.

The werewolf in question was called Kael. He

lived on the edge of the forest, avoiding the

town like a ghost. But the game had made him a

boss, and Eliza’s stats were too low to fight

him. So she did what any sensible Healer would

do — she went to the one person who might help:

Thomas.

She found him at the local pub, arguing with a

woman named Clara Hartley. Clara was a local

teacher, kind and sharptongued, with a quiet

confidence that made Eliza uneasy. Thomas

stopped midargument when Eliza approached, his

expression unreadable. “You want my help?” he

asked. “That’s not how this works.”

Eliza wasn’t deterred. She told him about the

game, about the werewolf, about the rules.

Thomas listened, then smirked. “You think I’d

let a game decide the fate of my investment? No.

I’ll help you — but only if you agree to a

second quest.”

The new quest appeared on her phone: Romance the

Heroine. Options: Thomas Vale or Clara Hartley.

Eliza blinked. Romance? She wasn’t sure she

wanted to play that card, but the alternative

was dying.

Kael attacked that night. The forest was alive

with his howls, and the villagers cowered in

their homes. Eliza, armed with nothing but a

makeshift staff and a handful of healing potions,

followed the trail. She found Kael in the ruins

of an old chapel, his form shifting between

human and beast.

“You don’t belong here,” he growled, fangs bared.

“This is my home.”

“I know,” Eliza said. “But the game says you’re

the enemy.”

Kael laughed, a sound like broken glass. “Then

the game is wrong.”

Before she could react, Thomas appeared behind

her, flanked by two men in black suits. “You’re

not going to save him, Eliza,” he said. “He’s a

monster.”

Clara arrived next, stepping between them both.

“He’s not a monster,” she said. “He’s just

trying to survive.”

The three of them stood in a tense triangle, the

air thick with unspoken words. Eliza looked at

Thomas, then at Clara, then back at Kael. The

game had given her a choice, but it wasn’t clear

which path would lead to victory.

In the end, she chose Clara. Not because of love,

but because she believed in the right thing. She

offered Kael a deal: if he left Willowbrook, she

would use her healing powers to erase the game’s

mark from him. He agreed, and as dawn broke, the

forest was silent once more.

Thomas left soon after, his expression

unreadable. Clara stayed, helping Eliza rebuild

the town. The game had ended, but the rules

remained — and for the first time, Willowbrook

felt like a place worth saving.