Grace Pizzelli is the average one, nothing like her brilliant older sister, Emily, who works for Rasmussem, creators of the world’s best virtual reality games. The games aren’t real, though—or at least they weren’t. Now Emily has hidden herself inside a pink and sparkly game meant for little girls. No one knows why, or how to convince her to come back out, and the technology can’t keep her safe for much longer. Grace may consider herself average, but she’s the only one who can save Emily. So Grace enters the game, hoping to talk her sister out of virtual suicide before time runs out. Otherwise Emily will die—for real.
Jack is back. Jack and the rest of the Misfits have just finished rescuing the professors at Darkthorn Academy, and prevented the dragons from being used to start a war. However, Quarnon, the group led by the Dixons, seems to have full control of the Westdrift Empire, which makes Jack and the rest of the Misfits enemy number one. Needing a place to hide and wanting to rebuild Darkthorn Academy into the school it was meant to be, Jack and the Misfits travel to the remote gnomish regions of the Ancient Lands to the Valley of Eagles and the village of Kusharna. If they can survive it the dangerous beasts, undead monsters and a unique dungeon, they'll be able to grow into something truly special. But even the air in Kusharna is deadly and everyone will have to learn more of Willmarth's mana techniques to grow stronger. And even if they do thrive in their new home, the Empire has a few new tricks up their sleeve as well!
In Heir Apparent there are as many ways to win as there are to get killed. "A stylish tale [that] addresses both fantasy gaming and censorship." ( New York Times Book Review) From Edgar Award–winning author Vivian Vande Velde comes a rollicking story that puts a high-tech twist on the classic medieval fantasy-adventure. In the virtual reality game Heir Apparent, there are way too many ways to get killed—and Giannine seems to be finding them all. Which is a shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf's dumb riddles, impress the head-chopping statue, charm the army of ghosts, fend off the barbarians, and defeat the man-eating dragon, she'll never win. And she has to, because losing means she'll die —for real this time. Junior Library Guild Selection * New York Public Library Book for the Teen Age
Ghost is part of an anarcho-punk airboard gang who live to break the rules. And there's a good reason - their world, Saga, has a strict class system enforced by high-tech electronics and a corrupt monarchy. Then Ghost and her gang learn the complicated truth. Saga isn't actually a place; it's a sentient computer game. The Dark Queen who rules Saga is trying to enslave the people of New Earth by making them Saga addicts. And she will succeed unless Ghost and her friends - and Erik, from Epic, and his friends - figure out how to stop her in time.
FUN®—the latest in augmented reality—is fun (yay!) but it’s also frustrating, glitchy and dangerously addictive (boo!). Just when everyone else is getting on, seventeen-year-old Aaron O’Faolain wants off.
But first, he has to complete his Application for Termination, and in order to do that he has to deal with his History—not to mention the present, including his grandfather’s suicide and a series of clues that may (or may not) lead to buried treasure. As he attempts to unravel the mystery, Aaron is sidetracked again…and again. Shadowed by his virtual “best friend” Homie, Aaron struggles with love, loss, dog bites, werewolf pills, community theater, wild horses, wildfires and the fact (deep breath) that actual reality can sometimes surprise you.
Sean McGinty’s strikingly profound and laugh-out-loud funny debut unearths a world that is eerily familiar, yet utterly original. Discover what it means to come to the end of fun.
It's Ruwen’s Ascension Day, and he finally dies for the first time. His newly revived body can learn Spells and Abilities for the Class given him by the Goddess Uru, and dying is no longer permanent.
Ruwen’s high intelligence makes becoming a Mage inevitable. With his new powers, he will locate his parents and clear their family name. But nothing goes as Ruwen imagined, and when a rival God tries to kill Ruwen shortly after his disastrous Ascension, his focus turns from his future to just surviving.
His choices place him in the middle of an ancient war, and he must overcome the limitations of his unexpected Class to reach level five. Only then will he have the tools needed to survive. But dying now comes with a terrible penalty, and failing Uru might not only cost him his life and loved ones but his entire world.
It turns out dying on your Ascension Day is the easy part.
*****
Hey, LitRPG readers! I've created an FAQ for Shade's First Rule to answer some of the common questions and to help you decide if this book is for you. It can be found at: afkauthor.com/faq
That means it's time for the Pather tournament. There they will face people who are as strong as them for the first time.
But things are never easy.
With years of Luna's guidance they will have to compete twice. Once as themselves and again under a mask with restrictions meant to ensure they really are the strongest.
Don't miss Book 5 of this action-packed fantasy adventure that blends everything you love about LitRPG with Xianxia.
About the This is a mix between LitRPG and Xianxia. It's like a car that looks like a LitRPG with dungeons and skills, but the interior and engine are all Xianxia. It features a magic system and progression system that are logically and internally consistent, as well as realistic fight scenes and a rational MC.
As the dust settles on the battlefield of Carthage, Alexander finds himself struggling to cope with the aftermath of war. Plagued by demonic corruption and mental exhaustion, he searches for any means to restore his strength and secure his rapidly expanding empire.
In his desperation, Alexander turns to a mysterious prisoner who offers a unique form of power that could help him achieve his goals. But with the prisoner's motivations unclear, Alexander must weigh the risks of trusting this enigmatic figure against his own desperate need for a solution. In addition to his personal struggles, Alexander faces the daunting task of securing trade routes for Venice before the pirate threat returns.
Seeking new sources of resources and allies, he leads his legion north to the scattered outposts on the dangerous frontier.
But the region is fraught with danger, as many of the outposts have recently been overrun by powerful monsters - or possibly by treachery. To survive, Alexander and his legion must rely on new allies, new technology, and strange, unknown powers that Alexander alone may be able to master.
As Alexander ventures deeper into the unknown, he must also grapple with his own inner demons and find a way to heal his mind and body. Can he overcome the challenges ahead and lay claim to the resources of the frontier?
They say it isn't about how many times you get knocked down.
Barely surviving his struggle with Arhtu the Cursed, Thorn is determined to turn his successive defeats into overwhelming victory. But first he has to fight through Devilish plots, an Orc siege, and an ancient threat capable of wiping his team out without any effort.
The stakes have grown and if Thorn is going to lead his friends through the danger of the looming Orc threat he will need every advantage he can scrape together. Yet even as he forges a path forward shadows begin to stir.
Explore the world of Nova Terra in the Titan Series, a GameLit/LitRPG series of epic adventure. If you like immersive storytelling, rich fantasy, and epic adventures with a slice of friendship thrown in, you’ll love Seth Ring’s page-turning series.
Pick up Nova Terra: Earthshaper today and escape to the grand world of epic adventure. Nova Terra, your dreams, your world.
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