The Library once stood proud as a beacon of magic and power.
For 500 years, it has been broken.
Quinn can barely handle her own life. When the Library of Everywhere discovers her compatible magical signature, suddenly she is the sole existing potential Librarian. Now it’s not only the weight of her world on her shoulders—Quinn must connect with the Library system before the universe itself disintegrates.
Once she’s settled, it should be quiet, peaceful work- just as soon as she battles a few engorged bookworms, repairs hundreds of years of damage, and figures out why there’s been no Librarian for the last several centuries.
And once that’s done she can start gathering overdue books.
All 18,042 of them to start with.
There’ll be a helluva lot of late fees to process.
Ariane has found refuge in Illinois, and now plans her rightful return to vampire society. She must stay in control while hiding in nature, while foes old and new converge on her territory.
What could be worse that getting stuck in a virtual world? Instead of enjoying the game, I found myself trapped inside my character’s dead body. Now the only way I can save myself is by procuring the Scroll of Rebirth. The problem is, my chances of getting it are slim. I’m an undead: an outlaw with no friends, only fickle allies, and plenty of enemies. Who are only waiting for their chance to strike.
My undead hangman character has to tread a razor’s edge, with only the support of his fellow players preventing his imminent plunge into the abyss. But are they who they claim they are? In a game, there’s nothing easier than assuming another person’s identity.
A dark epic LitRPG saga for fans of Grimgar, Dungeons and Dragons, and Sword Art Online.Will refused to admit to the HR lady at Radical Interactive that he’d never played their debut virtual reality MMORPG The Realm. From what he’d seen in videos and heard from reviewers, the game sucked. With the company’s failed attempt at entering the gaming industry, they switched their sights to focus on smaller scale educational programs.Being a beta tester for Radical Interactive was not the dream job that Will had envisioned, but he had hoped it would get his foot in the door to one day becoming a graphic designer for the company. As he filled out his new hire paperwork, he never realized that he was literally signing his life away.Now a phenomenally successful company, Radical Interactive was secretly working on something behind closed doors that would change both the medical and gaming industries forever. The Realm was reborn. The only problem was that it wasn’t a game—at least not to those trapped inside.Dumped into a fantasy world filled with nightmarish monsters, awe-inspiring magic, and way more walking than Will thought he was physically capable of as a nerdy desk jockey, he has to navigate the perils of The Realm and unravel the mystery of how he came to be here and how to get out. Fantasy meets real-life consequences in a game that could mean the difference between life and death. But first, Will must get over being a noob…
Levi Walker reached Taryl after a real bad day at college. An angry walk in the rain led to Truck-Kun and a quick trip to reincarnation. If dying wasn't bad enough, Levi wasn't off the hook for his higher education.
Reborn on Taryl and sent to the Academy, Levi is expected to learn how to wield powerful magics. A glitch in the Reincarnation Network has left him with a new body and no idea what’s going on. He’s been told he has great magical potential, but no one is sure what kind.
Now Levi has to accept magic is real, mana vapor makes airships fly and “Horrors” from another dimension feed on unsuspecting victims. If that’s not bad enough, he still has to do homework.
An ordinary young woman wakes up in a real-life sword-and-sorcery role-playing game in this epic fantasy adventure for fans of The Witcher and Elden Ring.
The Worldwalkers of legend are beings touched by Fate and transported from another realm, tasked with a grand destiny. Traditionally, they prevent great cataclysms or the fall of empires. Whatever their undertaking, their appearance brings about momentous change. It’s been some two hundred years since the last Great Game, but the time has come again. Seven are chosen, and the game begins once more . . .
Kandis Hammond doesn’t remember much before her arrival, naked and alone, in a locked stone barn. The twenty-four-year-old junior financial research analyst from Sydney simply sat down in front of her computer, and the next thing she knows she’s here—and someone very angry is just outside. But the most puzzling thing of all is the glowing letters that begin appearing before her eyes. When the enigmatic System tells her she has abilities and skill points to spend, Kandis realizes she’s entered a role-playing game. Only it’s not on a computer or TV. It’s all too real.
After getting her bearings as a Worldwalker—and some clothes—Kandis learns she must head out in search of her purpose in the grand destiny. Unsuited for physical combat, she’ll have to rely on her wits and charm to survive. Of course, that won’t be easy. Wherever Worldwalkers go, trouble follows. Whether it’s a feral fox, a treacherous wizard, a thirsty vampire, or something much, much bigger, it’s simply the nature of the Great Game. And Kandis better not lose . . .
The world is shaken. Consequences are dealt. Enemies lurk in every corner.
After leaving the Free Lands, Melas arrives in Laxis and slowly tries to establishes herself as a Hunter. Her magic is still a curse, yet it can be a blessing. Especially with the rise of the Abomination threat. And now that she has made enemies, between the Church and the Dark Crusaders, she will have to watch her back for those coming after her.
Magic, mysteries, monsters, and mayhem. A new world awaits...
Finding herself in a strange new realm, in a sleek new body not her own, Nikole must learn to survive fast. She quickly befriends an elite healer and his masterfully skilled crew, hoping to find safety in numbers.
But bigger problems lurk on the horizon than just monsters of the wild. This new world is on the brink of war.
Nikole, whose main starting skill is... well... being unskilled, is forced to take on a role far larger than she’s comfortable with. She’s torn between helping her new friends and a desperate desire to go home.
How could anyone so ordinary be expected to do such great things?
A heroic young Earthling continues his adventures beyond the realm of the living in the thrilling third installment of this action-packed fantasy series.
Victor has seen better days. He just barely survived a savage showdown with the lethal warrior woman Rellia, which left her minus a foot and apparently cost him the life essence of his trusted magical axe, Lifedrinker. Then, much to Victor’s surprise, Rellia asks him to visit her. And she does so not as an enemy but as an honorable opponent who owes him for sparing her life. Rellia wishes Victor’s aid in claiming her family’s land stake in a dangerous far-off realm. In return, he’ll receive his own land and a place among the elite.
But first, Victor must become even more powerful than he already is. To that end, he ventures into the wilderness, battling foes of every conceivable stripe in both the mortal and the spiritual realms in a never-ending storm of blood, and eventually uncovers a shocking truth. It turns out, he didn’t simply stumble into the world of Fanwath. He was deliberately brought there by a cabal of magic users with their own sinister plans.
Now, Victor must find the cabal, learn why they stole his former life away from him—and make them seriously regret it . . .
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