Dakkon’s in trouble. Things have gone horribly wrong. But, so long as there’s still a glimmer of hope, it’s not too late, is it? With such high stakes, failure isn’t an option. He’s got to stay crisp. Frosty. Focused. Dakkon needs luck, skill, and a meteoric rise in power, however success won’t come so easily. Nature is cruel. Predators come in all shapes and sizes, especially when the land is warped by magic. Everything rests on Dakkon’s shoulders now, but perhaps someone can tell him: Elves. Why must they all be so damned uppity?
The portals are open and the orcs have come to the World of Sanctuary and Serenity.
Theo has rallied a mighty horde at his back. As the orc Wargod said to him, the Patriarch of the Hearthwood Clan can't save Deania, but the Chief of the Blackgorge Tribe can. With an army at his back, Theo plans to do just that.
The nations surrounding Deania have decided to attack. But while they're away, who's going to be protecting their homes?
Theo plans to lead the orcs who would have invaded Deania into the lands of their enemies instead. In doing so, he hopes to drive this enemy army away before Countess Frostweaver finishes whatever she's planning back in the capital.
In his world, he was the last remaining alchemist, one of the few survivors living amidst the ruins of a once-great civilization. Refusing to give up on life, but seeing that nothing could save his home, he challenged himself to find a way out of such an inhospitable place.
After years of dedicated research, he devised a ritual to transport himself to another world. But the outcome was far from anticipated. Instead of mere displacement, he underwent a rebirth.
He ended up in a new body, a new world, surrounded by new threats lurking around every corner. And they primarily manifested themselves in the form of other people. Aristocrats of the ancient empire who fight for supremacy, demons capable of healing the most terrible wounds, and Walkers who have the ability to teleport anywhere they wished.
But a true master of alchemy does not allow himself to be perturbed. Edgar’s intelligence, skill, and alchemic knowledge are still with him, and the one who has once accomplished the impossible won’t go down without a fight, regardless of the circumstances.
Ruwen wants nothing more than to relax in the Third Secret and recover from the terrible damage to his core. Escaping the ambush in the Infernal Realm had come at a steep cost—one that means no Spirit use until he heals.
Unfortunately, rest is one more thing that needs to wait, because the Bamboo Viper Master’s trial started days ago, and not participating results in the purging of his Step knowledge. Not something he wants to risk.
Joining the trial holds extra danger for Ruwen because fighting the Infernal God forced him to use forbidden Shadow Clan knowledge, breaking an oath, and the Founders will certainly punish him. But he’s spent the last eighteen months intensely training for the worst, so the peril doesn’t frighten him.
What does make Ruwen pause is the chaos back home, because attending the Master’s trial will delay his return. But the Steps hold no more secrets from him, and finishing the testing quickly will be trivial. His homecoming will barely notice the delay.
Entering the Master’s trial, Ruwen learns there are seven secrets, not six, and his assumptions quickly fall apart. The Founders deliver additional troubles, as the consequences of his broken oath spread further than he thought possible.
Ruwen's seemingly straightforward trial may prove a trap, and instead of leaving a Master of the Bamboo Viper Step Clan, he may fail to unravel the mystery of the seventh step and spend eternity in the shadow’s darkness. Even if he survives it, the terrible judgment of the Founders awaits, and amid all this uncertainty an ancient relic delivers a misfortunate prophecy that if left unheeded, declares death will surely find him.
Sacrificing his life to protect his best friend was a decision which Hui Yue did not regret, yet who could have known that death was not the final destination, but rather the beginning of a new adventure into a world filled with demonic beasts and martial arts cultivation.
Hui Yue soon found that within this world, strength was what determined your future accomplishments and there was no space for the weak. Embarking upon this new life, Hui Yue meets friends, experience betrayal, and starts his own journey of cultivation to overcome his limits and become strong.
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.
War has come to the Willful Institute. It has come to the first realm.
For years Alva has trained, developed weapons and tactics never seen in the ten realms. Now Alva moves in the background, supporting the Adventurer’s Guild. No band of fighters, no sect looking to gain individual honors.
The armies of Alva were forged together in Alva dungeon. Tempered in body, in mind, in mana. Supported by Alvan traders, crafters, they reclaimed the lost floors of their home. They captured Vuzgal and defended it in the vicious battlefield realm.
Now Alva is going to war. Their abilities, their skills tested head on.
One individual is strong. A nation focused, a nation brought together for a single goal. It is something that could shake the very foundations of the ten realms.
A beast stirs in the Beast Mountain Range, raising their eyes to the higher realms. It is time Erik and Rugrat stepped out of the shadows.
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.
Having returned to Herouxville, capital of Vestonia, Max Renard has found himself drawn into the dangerous game of courtly intrigue.
King Carl III is ill and weakened by his wounds. This leads to tensions between the various princely parties at court. The struggle for influence inside the country is spilling over onto a whole new level. Carl III's foreign enemies are taking advantage of his weakness and ramping up their pressure.
The stakes are high, and Max has to find a delicate balance between his own personal interests and those of the powerful people in this new world. He'll have to use all the cunning and mastery at his disposal if he's going to raise his own profile and stay alive at the same time.
Besides that, Max has a powerful new enemy, one against whom the usual methods are useless. Max will have to remember everything he learned from his adoptive mother if he's going to win this fight.
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