Magic, Academies & Vampires
Vincent regrets his actions.
He’s hurt someone he loves.
And he’s not sure he can make it right.
Vincent regrets his actions.
He’s hurt someone he loves.
And he’s not sure he can make it right.
It's one thing to go back to the beginning, and another to reach the perfect ending.
Ryan Romano has done it. He has gathered information about all the villains threatening New Rome. He listed all the people he wants to protect. He knows which places he has to blow up and which car he has to steal. All that's left is going back in time one final time, achieve the perfect sequence of events, save everyone, get the girl, and defeat the ultimate enemy.
It's time for the Perfect Run.
Forever is such a long time.Walter Tye is the best friend any adventurer needs. He is the smiling shopkeeper next to your local dungeon, the one who sells you these cheap healing potions. When you need information, Tye always knows. He wants to help; you can trust him.He is also the undead necromancer ruling said dungeon, getting paid to solve problems that he caused in the first place. But don't tell anyone that...
The Hunt for Night
Immortality.
The chance to live forever.
Elaine and Iona have graduated from the School of Sorcery and Spellcraft, and are out to try and find her old immortal mentor, Night. Travel isn't easy. Different cultures have different ideas of travelers. Plagues and Pekari stalk the Eventide Eclipse. And Night had never been the easiest to find, even when they knew where he was.
If he's even still alive.
23,456 years is a long time, even for an Immortal as focused on surviving as Night is.
Their travels take them to Exterreri, where the ruling vampires have clouded the skies, blotting out the sun to protect against their greatest weakness.
Elaine and Iona will have to search for Night, Under the Ashen Skies.
The world waits for no one. While Boxxy is off chasing shinies and delving dungeons abroad, Azurvale's shadows churn, fester, and ferment into a potent cocktail of trouble. Secret organizations maneuver behind the scenes, patiently advancing their nefarious plots. Government agencies lay in wait, ready to pounce at the first sign of trouble. Powerful adventurers gear up and train for the next challenge, uncertain as to what form it might take. In the midst of all this, a humble scholar arrives from a distant land wholly ignorant to the mountain-sized powder keg waiting for him. Explosives primed and the fuse set, the only thing missing is a spark to set things off, and who better to serve that role than a fiery redhead making her triumphant return?
It would appear that the universe once again conspires to put the Hero of Chaos in dire straits. However, in this particular instance, Boxxy is not entirely without fault. It doesn't know it yet, but the nasty surprises that await it are nothing more than the consequences of its own actions. As it turns out, butting heads with the seedy underbelly of civilized society has a way of stirring up an immense amount of trouble. Boxxy is aware of this, of course, though it doesn't care since it fancies itself an expert at deflecting blame and avoiding responsibility. For the most part, this is an accurate assessment. Unfortunately for the less-than-a-year-old monster, it has yet to learn one of life's key lessons.
Bad karma is like a stubborn stain - it never truly goes away.
CONTENT WARNING: Profanity, gore, violence, explicit adult content
The Light strives to purify the kingdom of Starevos from evil... and only Dungeon Lord Edward Wright stands in their way.
The Heroes of the Militant Church, led by Inquisitor Gallio, scour the forest in search of the Haunt, while Ed desperately attempts to uncover the secret behind the Heroes' origin.
Can Ed and his friends defeat the Inquisition and secure their own place in the world, or are they destined to become the monsters of their own tale?
All over Ivalis, the portents announce blood and fire as the ancient traditions return and abominable creatures long thought forgotten stir in their tombs. Both the Dark and the Light loom hungrily over the Haunt, and only one thing
is certain...
If pushed, Dungeon Lord Edward Wright will fight against them all.
For twelve years, the virtual world of Yggdrasil has served as the playground and battlefield for the skeletal lord Momonga and his guild of fellow monsters, Ainz Ooal Gown. But the guild's glory days are over, and the game is shutting down permanently. When Momonga logs in one last time just to be there when the servers go dark, something happens--and suddenly, fantasy is reality. A rogues' gallery of fanatically devoted NPCs is ready to obey his every order, but the world Momonga now inhabits is not the one he remembers. The game may be over, but the epic tale of Ainz Ooal Gown is only beginning...
Will’s journey from naïve apprentice to a mature wizard is almost complete and his ever-growing mastery has reached unseen heights. But his power does not exist in a vacuum. His rising star threatens to eclipse the existing powers and a new balance must be found, one that either accepts his primacy or extinguishes his light.
After Will’s resounding successes in the war with Darrow the king plots to eliminate his young rival. Driven to desperation, Will is forced to negotiate for scraps between four brokers of power.
An ancient lich driven by vengeance.
The fae queen to whom all are just pawns in a deadly game.
A nervous lord of Hell, because Will may have killed his predecessor, twice.
A primal beast, feared above all.
With mortal enemies as his allies, Will must survive to face the king—and the deadly secret he plans to unleash. Ancient foes have risen and the final battle has begun. With the world hanging in the balance, king and wizard clash, but only one can wear the Wizard’s Crown.
"The training levels have concluded. Now the games may truly begin."
The ratings and views are off the chart. The fans just can't get enough. The dungeon gets more dangerous each day. But in a grinder designed to chew up and spit out crawlers by the millions, Carl and Princess Donut need to work harder than ever just to survive.
They call it the Over City. A sprawling, once-thriving metropolis devastated by a mysterious calamity. But these streets are far from abandoned. An undead circus trawls the ruins. Murdered prostitutes rain from the sky. An ancient spell is finally ready to reveal its dark purpose.
Carl still has no pants.
They call it Dungeon Crawler World. For Carl and Donut, it's anything but a game.