Four players. Four mysterious powers. One game they can't escape. Ten-year-old James thought it would be just another ordinary afternoon. After school, he rushes home, finishes his lunch, and heads upstairs to play his favorite video game, RealmRush. But when a strange force pulls him through his computer screen, everything changes. James wakes up inside the game—alongside three other players who are just as confused as he is. Then four mysterious objects appear. Each player must choose one. Each object grants an extraordinary power. Together, they become the Fourbound. But RealmRush isn't the game James remembers. Its world is filled with dangerous enemies, unexpected challenges, and secrets that seem to grow darker with every discovery. As James and his new friends struggle to understand their powers, they must learn to trust one another, face their fears, and uncover the truth behind the world that has trapped them. Because in RealmRush, winning isn't just about reaching the next level. It's about finding a way home. The Fourbound: Trapped is the first book in an exciting seven-book fantasy adventure series packed with magic, mystery, friendship, teamwork, and thrilling twists. Perfect for young readers who love video games, fantasy worlds, and unforgettable adventures.