Something Passed by Stories from the Blue World
Book by McCammon, Robert
Book by McCammon, Robert
The time has come! Book seven in the bestselling Dungeon Crawler Carl series is here!
They call it Faction Wars.The ninth floor.
Nine armies, each led by rich and powerful aliens from across the galaxy. Each team has one to capture and hold the castle at the very center of the battlefield. Strategy, alliances, pitched battles, and, of course, betrayal... It all makes for great fun and even greater television.
After all, none of these powerful aliens really die when they’re playing war.
Except this time. This time, winner takes all. Those who fall, stay in the ground.
As the AI continues its rapid decline, Carl and company take advantage of the chaos. For the first time ever, the crawlers are fighting back. They are now one of the nine teams. And this season, there’s a tenth army on the playing field. The NPCs, who are normally used as nothing but cannon fodder, have become fully self-aware and formed a team of their own.
For Donut and Katia, the stakes are even higher. Only one of them will be allowed to leave this level.
If they all want to survive, they’re going to need a little help from a veteran or two.
This is it.
This is what they’ve been fighting toward.
This is war.
This inevitable ruin.
Growing up in poverty, Sunny never expected anything good from life. However, even he did not anticipate being chosen by the Nightmare Spell and becoming one of the Awakened - an elite group of people gifted with supernatural powers. Transported into a ruined magical world, he found himself facing against terrible monsters - and other Awakened - in a deadly battle of survival.What's worse, the shadow powers he received happened to possess a small, but potentially fatal side effect...
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.
THIS IS ALTERRA, where you can be the master of your own castle... or a field hand on a farm.
And this is Jack, who wants to make his way to a different continent, hidden in the virtual mist.
And this is an ancient quest line, buried under new versions of the game.
Jack's goal: create his own guild. Buy a ship. And set off on the Great Journey. The journey of his life. The dangerous Gravediggers are not the only ones opposing him. Necromancers from sinister Nightmare, elite alpha-citizens, and relic hunters are only a small fraction of the enemies that the First Player will have to face.
In the perilous Wasteland, the drifter Jack finds an abandoned truck, where an old-world game console is hidden. This moment marks the beginning of Jack's path to the lost continent, hidden in the virtual depths of the colossal Alterra. He still isn't aware of the enemies standing in his way. Not only are the guild of Gravediggers and the sinister necromancers of Nightmare against him, but also the secret masters of the game world themselves. The discoveries of ancient quest lines, long buried under new versions of the game, give Jack access to the Dark Service. This is a special branch of character development, which is no longer available in the modern version of the game. Now Jack, the messenger of a great Goddess, possesses a Night Weapon, and is venerated by an entire race of NPCs.
Just how will this road end? And it does indeed have an end...
In the year 2057, the world has become a corporate-run utopia for the super-rich, and a hellhole for all the rest.
Catherine 'Cat' Leblanc is an orphan that is about as far from super-rich as one can be. When the Incursion alarms start blaring and the sky starts raining hungry xenos, it's just another blemish on an already piss-poor afternoon.
A cyberpunk magical-girl alien-invasion LitRPG.
It’s exactly as wild as it sounds.
Return to the series BuzzFeed compared to Ready Player One with the third book in the fast-paced trilogy from New York Times bestselling authors Jason Segel and Kirsten Miller that's perfect for fans of HBO's Westworld.
Simon, Kat, Busara, and Elvis are on the run with the tech super-villains at the Company hot on their heels. The new VR gaming experience the Company created, OtherEarth, will change how the world experiences video games. Paired with the hardware the Company developed, it has the potential to change the world as we know it, altering our reality forever.
The Company is on its way to becoming the world's newest superpower. And Simon is determined to shut them down forever. But to do that, he'll have to survive OtherLife--the next phase of gaming, and a complete reality reboot.
“No killing Goblins.”
So reads the sign outside of The Wandering Inn, a small building run by a young woman named Erin Solstice. She serves pasta with sausage, blue fruit juice, and dead acid flies on request. And she comes from another world. Ours.
It’s a bad day when Erin finds herself transported to a fantastical world and nearly gets eaten by a Dragon. She doesn’t belong in a place where monster attacks are a fact of life, and where Humans are one species among many. But she must adapt to her new life. Or die.
In a dangerous world where magic is real and people can level up and gain classes, Erin Solstice must battle somewhat evil Goblins, deadly Rock Crabs, and hungry [Necromancers]. She is no warrior, no mage. Erin Solstice runs an inn.
She’s an [Innkeeper].
Imbued with superhuman power, a young woman becomes the ultimate weapon, in this post-apocalyptic cyberpunk series from the bestselling author of Genesis.
Ninety years ago, Earth was consumed—and irrevocably transformed—by a cloud of alien nanites known as the Mist, bestowing humanity with uncanny abilities and enhancing technology far beyond early twenty-first century science. But these advancements came at a high Billions are dead. The planet has been overrun by vicious monsters. And alien overlords await the opportunity to swoop in and exploit what remains of Earth and its people for all their worth.
Mirabelle Braddock was born into this much-changed world. In the megacity of Nova, built above the flooded ruins of New Orleans, she lives a privileged, though isolated, life as the niece of Jeremiah Braddock. Jeremiah survived the onset of the Mist to become one of the planet’s most dangerous men, and he intends to use his hard-earned power to accomplish a single train Mira to withstand Earth’s imminent Integration into the larger galaxy.
Soon, the alien factions waiting in the wings will descend and strip the planet bare, leaving little more than a wasteland. To ensure Mira’s survival, Jeremiah has given her a unique Tier 7 Nexus Implant, granting her abilities heretofore unseen. Further augmented with cybernetics and an arsenal of advanced weaponry, Mira has the potential to become the most powerful being on Earth—and possibly even save the world from its seemingly inevitable destruction.