Magira is a sword and sorcery game world created in Europe. Hugh Walker wrote this novel based on that world, bu tsend a human player into the living game for the story. Although I didn't think I'd like this idea because I thought the concept kind of weak, I really enjoyed this book, and the two sequels even more.
I'm not sure if it is the translation or the original text, but there's a lot of exposition that could be shown instead. Still, it's a nice idea and I plan to see what happens in the next two books that (hopefully) complete the series.
This book is a fast read and a rare glimpse into Armageddon, a German fantasy wargame campaign that predates Dungeons & Dragons. It was written by one of the game's creators, unlike Andre Norton's D&D-based novel Quag Keep.
Aspects of the game show up in the novel, such as the six compass directions (to match the six directions one can move on a game board of hexagonal spaces). The book's introduction includes a map and game description, both of which are expanded on in later novels in the series.
However, the story is amateurish and suffers from a lackluster translation. The world is well developed, but is little more than vanilla fantasy. I can only recommend it to gamers interested in the Armageddon game (a.k.a. Magira, Midgard, Midgard II, and other variations).