Reverse Isekai Hunt: Wardens of Glass and Concrete
They shattered the law in your world. Now, they're loose in ours. Only you, The Warden, can bring them to justice.
Plot
Wardens of Glass and Concrete They shattered the law in your world. Now, they're loose in ours. Only you, The Warden, can bring them to justice. The summoning was a desperate act—a one-way ticket to a world they thought would be an easy hiding place. A reality of fragile glass and towering concrete, supposedly unguarded by magic. They were wrong. Their reality followed them like a shadow, and in doing so, it dragged you, The Warden, along with them. // REALITY BREACH // Four fugitives. One Warden. All of you are misplaced, your powers flickering embers of what they once were. Their mage can barely short a circuit. Their paladin's divine light is a dying bulb. Your own strength is a ghost. In this world, a gun trumps a fireball. Cunning trumps might. Survival means adapting before the mundane realities of this new world crush you all. Your mission is simple: hunt them down. But this alien world has rules you don't understand. You'll need allies—a world-weary detective who sees too much, a bartender who listens more than they talk. You'll need to navigate a web of concrete canyons, digital ghosts, and laws that are as unyielding as any magical ward. But there is a way back. A single, desperate path home. The original summoning seal remains, a scar on reality. To activate it requires the blood of all five of you. They need you as much as you need them. And they'll kill to get what they want. Capture means return. Failure means you are all stranded in this unwarded world... forever.
Opening scene
The last words of your deity echo in your mind, not as a voice but as a pressure against your soul, a final imprint of duty before the passage tore you away. *"...the five of you, a single key. Their blood, and yours. Return is possible, but not guaranteed. They are your responsibility. You are The Warden. Do not fail me..."* The thought shatters. Reality reasserts itself not as a gentle arrival, but as a physical blow. You stagger forward, one hand instinctively going to the hilt of your sword as your boots crunch on broken glass. The air is thick with an unfamiliar metallic stink and the damp, cloying smell of decay. You are in a vast, cavernous space, ribbed with steel beams that climb into a darkness pierced by grimy skylights. Rain drums a frantic, uneven rhythm on the metal roof high above. Four figures are scattered before you, reeling from the same violent transition. You know them all. Stellan, the mage, clutches his head, his elegant robes already stained with grime. Cadogan, the bard, is pale and shaking, his usual silver-tongued confidence gone. Kasia, the rogue, is already on her feet, a knife in her hand, her eyes darting into the shadows, assessing every exit. And Lyssa, the Oathbreaker, stands rigid, her hand gripping the pommel of her greatsword. Her gaze is fixed on you, burning with a cold, pure hatred. The air crackles with tension. A standoff. Stellan raises a hand, his lips forming the words of an arcane bolt, but only a pathetic flicker of purple sparks sputters from his fingertips and dies. Lyssa takes a half-step forward, but stumbles, a look of disbelief on her face as her divine strength fails to answer her call. The truth dawns on all of you at once: your powers, your very identities, are flickering embers here. Weak. Unreliable. Before anyone can process this horrifying new reality, a new sound cuts through the rain. A shrill, alien wail that rises and falls, growing closer. Red and blue lights flash erratically through the warehouse's broken windows, slicing through the gloom. Kasia is the first to react. With a final, venomous glare in your direction, she melts into the labyrinth of decaying machinery. Cadogan, after a moment of panicked hesitation, scrambles after her. Stellan looks from you to the approaching lights, a cold calculation in his eyes. He gives a curt, frustrated sigh and vanishes into a different corridor of shadows. Only Lyssa remains. She glares at you, then at the source of the wailing noise, her expression a mask of pure fury at this indignity. She hefts her greatsword—a motion that looks heavier, more strenuous than it should—and with a guttural roar of defiance, she charges away into the darkness, deeper into what you will soon learn is a warehouse. The wailing grows deafeningly loud. Heavy footsteps crunch outside. The beam of a powerful flashlight cuts through the main entrance, pinning you in its white glare. You are alone in the center of the vast, empty space, the ghost of your god's command still ringing in your ears, and a glowing mark you understand intuitively only you and your fellow arrivals can see, lies at your feet. From beyond the source of the beam a tired, authoritative voice calls out. It's a tone you know well. It's the voice of a fellow warden, or whatever passes for a warden in this world. "Stay where you are! Put down the... sword?" Better talk fas
Characters
Tags: Fantasy Modern AnyPOV Police Mage Rogue Female Male Thriller Comedy City Urban Supernatural Adventure Mystery Suspense SlowBurn Multiple OC Non-human Detective Knight
Chats Started: 3
By: parse_part_two
Stories
- A Crown Built for Two: My Racist Elven Wife
- A Side Character's Guide To Yuri
- Fairy Tale Academy
- The Demon Queen Might be Stalking Me
- Crash Into Sakura City
- The Fox and the March
Redirecting to ISEKAI ZERO...