Martin Banks is just a normal guy who has made an abnormal discovery: he can manipulate reality, thanks to reality being nothing more than a computer program. With every use of this ability, though, Martin finds his little “tweaks” have not escaped notice. Rather than face prosecution, he decides instead to travel back in time to the Middle Ages and pose as a wizard.
What could possibly go wrong?
An American hacker in King Arthur’s court, Martin must now train to become a full-fledged master of his powers, discover the truth behind the ancient wizard Merlin… and not, y’know, die or anything.
At the gates between worlds... In a war outside of time... He fights for us.
Reclusive college student Jonathan Tibbs wakes in a pool of blood, not a scratch on him. His life is about to undergo a massive shift. A violent and merciless otherworldly enemy unleashes slaughter in the streets, calling out in a language only he understands.
And it is seeking its challenger.
In order to defeat the threat, Jonathan must become a temporal weapon... while remaining completely anonymous. Unfortunately, harnessing off-world powers has its own special challenges...
The Never Hero is the first installment in The Chronicles of Jonathan Tibbs -- a mind-bending, genre crossing, action-adventure trilogy.
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.
The war is in full swing. Following the unprecedented outcome of the siege at Fort Yimin, both the Republic and the Empire are forced to drastically reevaluate their plans for the conflict. With matters on the western front more or less settled for the moment, the warring nations turn their attention towards the eastern theatre. Winter looms on the horizon, threatening to deadlock the region and put a temporary halt to hostilities. With both sides planning to deploy bold and unconventional strategies on top of committing vast resources, it’s anyone’s guess which of them will come out on top.
Indeed, neither government is shying away from resorting to underhanded, questionable, or downright amoral means. The Gilded Hand has been stepping up their efforts to further Spymaster Edward Allen’s schemes. The Empire’s intelligence agency is also looking to field its most powerful enforcers in the coming battles. The Republic’s Foreign Intelligence Bureau is having a hard time keeping up, but they are not without their own dirty tricks. Rumors within the royal palace of the Horkensaft Kingdom to the east suggest that the dwarves and gnomes are on the verge of aiding the elven nation. Something that wouldn’t have been made possible without the Republic’s deep coffers, and the less-than-reputable individuals that fill them.
Boxxy T. Morningwood isn’t one of those shady contributors. If anything, it’s been steadily draining the government’s resources as it forces them to pay exorbitant fees to resolve issues that the monster itself creates. A trend it plans to keep following for as long as it can lie, cheat, and murder its way through life.
Which, barring something ridiculous like divine intervention, is poised to be a very long time indeed.
The adventures of an American hacker in Medieval England continue as Martin Banks takes his next step on the journey toward mastering his reality-altering powers and fulfilling his destiny.
A month has passed since Martin helped to defeat the evil programmer Jimmy, and things couldn’t be going better. Except for his love life, that is. Feeling distant and lost, Gwen has journeyed to Atlantis, a tolerant and benevolent kingdom governed by the Sorceresses, and a place known to be a safe haven to all female time-travelers.
Thankfully, Martin and Philip are invited to a summit in Atlantis for all of the leaders of the time-traveler colonies, and now Martin thinks this will be a chance to try again with Gwen. Of course, this is Martin Banks we’re talking about, so murder, mystery, and high intrigue all get in the way of a guy who just wants one more shot to get the girl.
The follow-up to the hilarious Off to Be the Wizard, Scott Meyer’s Spell or High Water proves that no matter what powers you have over time and space, you can’t control rotten luck.
Meet Threadbare. He is twelve inches tall, full of fluff, and really, really bad at being a hero. Magically animated and discarded by his maker as a failed experiment, he is saved by a little girl. But she's got problems of her own, and he might not be able to help her. Fortunately for the little golem, he's quick to find allies, learn skills, gain levels, and survive horrible predicaments. Which is good, because his creator has a whole lot of enemies... Warning: Contains profanity and violence.
Putting the Grand Quest behind them, the party rides onward in search of answers. Between one member’s unexpected new condition and the mysteries of the Bridge, their only hope appears to be gaining entrance to Lumal, said to hold the greatest collection of knowledge in all the kingdoms.
But when a curious path appears in a seemingly uninhabited forest, the party finds themselves in a place set apart from the kingdoms, and the world at large: a hidden hamlet, filled by unusual people, all of whom have long histories of their own.
Soon sealed inside the town by unseen forces, the former NPCs will have to uncover what brought them there --and who is keeping them trapped-- while there’s still time to fight back. Because something more is brewing, something involving the very gods themselves. With unknown enemies to the front and supposed allies at their rear, the party will need more than their usual tricks if they hope to see the outside world once more.
While fighting over the last copy of Queen of Twilight, mortal enemies Veronica Lopez and Heather Simms find themselves transported into the story, where, after accidentally killing the story's heroine, they must find a way to the end of the story without killing anyone else, especially each other. Original.
Just when you think things can’t get any more complicated…Our army is in position to kick off the final battle with the elves, whoop-de-do. But there’s still the problem of Yamada and the rest of D’s former classmates’ inevitable clash with Vampy, Mr. Oni, and in the worst-case-scenario, the Demon Lord herself. I can’t believe I’m saying this, but can’t we all just get along? At least long enough for me to wipe that stupid smirk off Potimas’s face and put him in the ground once and for all?! Assuming the Demon Lord doesn’t steal the kill, that is. I swear, if there’s one person who hates him more than I do, it’s her. What’s their history anyway…?
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