In a world of titans, where Martial Artists reign supreme, Roy is wholly unremarkable. Without the power to channel the Essence of the world, he is weak and defenseless. Adopted into the Shah clan after his parents’ deaths, he is forced to do menial labor day after day, all while enduring the ridicule and physical abuse of his supposed family.
Weakness is punishable by death in Buryoku and in the Shah clan, there is no one weaker than Roy. But even the weak can rise up, when pushed to the brink…
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.
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.
Not everyone managed to survive the bloody battle. The strong, the brave, the courageous, and the good all fell with honor. The war spared few and took away many of the best... Hadjar Darkhan was one of the few who survived and is now ready to continue his journey. The battle is over, and the dead have been sent on their last journey. The unknown and the perils of the imminent war are still waiting for Hadjar. He can sense that his life is about to be filled with the clang of weapons and armor and the beating of war drums. He hates war! But he also longs for it... Is there anything worse than war and battle? Maybe… The endless political maneuvering of the two Empires, which they are trying to draw Hadjar into, is definitely not what he needs right now, especially after losing his loyal companion and true friend in battle. A friend he realized he had only after his death…
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?
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.
As the conflict between Enosh and Damasca builds to war, Simon finds himself caught in the middle.
Alin is bound by prophecy to the Grandmasters of Enosh, but he begins to doubt his fate when he discovers that their talk of freedom hides a darker agenda.
Leah has never questioned her loyalty to Damasca. Now, she finds that allegiance tested as she is forced to stand against her own rebellious brother.
With these two powers on the brink of open war, the land soon trembles in the face of an even greater threat.
Erik searches for Old Hei while Rugrat deals with his broken mana system. For both, their path takes them towards the alchemist association's trial.
They didn't mean to get into trouble, they swear, but in the ten realms trouble is not far behind the duo. They'll have to fight across the third realm to complete the alchemist association's trial.
All isn't peaceful in the first realm as Alva and Vermire will face one of their greatest challenges yet.
Chaos or creation, there's no knowing what might happen in the ten realms.
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