Fleeing from a vengeful king has sent the former NPCs across Solium’s borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs.
Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they’ll have to tackle an all-but-forgotten mystery buried at the town’s border, as well as seek the wisdom of a mysterious group of mages.
With time, magic, and at least one god against them, it will take everything they’ve got to save Briarwillow, and themselves
The Man, the myth, the legend. Jim, the Mayor of Noobtown, prepares for war against the Dark Overlord. He is doing his best, but outside forces keep getting in his way. Between playing politics, the increasing difficulty of avoiding the admins, and building an army, does Jim even have time to formulate a plan for victory? Worse, can he deal with the consequences of the impending battle? After all, a war is coming. Not everyone can survive.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.
Raze is ‘just’ a lowly Gearblin, chained to the quest-giver desk at the only arcade in town.
That sucks for her. It means that she’s a Non-Participating Citizen, someone who can’t see her stats or make opposed rolls against Heroes. It’s why her life’s worth less than the vendor trash she doles out.
The old-timers swear it didn’t used to be like this—that their issues only began once RNGesus went AFK a thousand years ago, leaving the questionably-blessed Heroes to conquer everything without consequence.
Fortunately, Raze is not about to let something as trivial as a millennium of injustice cramp her style. She’s got a crush on a frustratingly optimistic dreamer, and when he talks her into using the Konami Code as a map to scale the conveniently located and suitably forbidden fortress, everything changes when they reach the top.
[UP UP, DOWN DOWN, LEFT RIGHT, LEFT RIGHT. B. A. START]
What follows is Raze and her mismatched crew doing their damndest to burn the new ‘old’ ways down to the ground, squaring off against thousands of noob Heroes in epic, crunchy, badass, mechanized carnage!
Rule of Cool is a screaming love letter to LitRPG and the possibilities the genre embraces. Hilarious, action-packed, and filled with unforgettable characters, it's perfect for fans of Ryan Rimmel, Dakota Krout, and Shemer Kuznits.
As the Stone Raiders have grown in power they have started to attract the eyes of established powers. Gudalo has become a vipers nest of schemers as the Gudalo Kingdom’s situation turns dire.
They might have fled the Selhi Capitol, but as Selhi is learning, one doesn’t simply get away with acting out against the Stone Raiders.
Dave and Party Zero continue to grow in power, finally free from the battles helping the Aleph, Demons and Beast Kin they are now free to work on their own skills and their new guild hall.
As the Stone Raider’s Return, their choices and actions will either lead then to become the most powerful guild Emerilia has seen, or be wiped out by those that oppose them.
The Earth is changing. The alien invasion brought social upheaval, advanced technology, and an armada of peacekeeping robots. But Alan, a college student pursuing a now-useless degree, cares little about all of this. He has only one thing on his mind: the Game.
A fully immersive virtual reality, the Game appears to be a major part of the invading civilization. Alan can't wait to play, recklessly diving into the digital universe. Soon though, Alan realizes the Game is anything but simple, and the stakes are higher than he ever imagined.
Edgewood is under attack, and the threat of war lingers across the Serpent Sea.
In order to protect their village, the members of Unity will need to work together to level-up and find better gear. They'll need to lay the foundation of a castle that can serve as a fortification from intruders.
But what if there's a better way?
When Gunnar learns that the King of Highcastle will grant an audience to anyone who wins an Arena championship, he decides to enter the competition as a gladiator. If he can earn a meeting with the ailing King and persuade him to stop Dryden Bloodletter, he can save Edgewood and potentially countless lives. He'll also get his name posted in every Arena which could lead Rachel one step closer to finding him.
The Arena is a spectacle where people gather to watch fighters put their skills to the test, earn fame, and take home gold. Does Gunnar have what it takes to become a champion or has he bitten off more than he can chew?
A hilarious new Isekai LitRPG adventure perfect for fans of Dungeon Crawler Carl and Full Murderhobo.
Conquer ancient dungeons. Get rewarded. Grow stronger. After being killed by a high-velocity tree-hug, Arlo is transported to a new world where those brave and talented enough to conquer ancient Delves are rewarded with incredible power and abilities.
Unfortunately for Arlo, there is no tutorial. He is immediately forced to tackle a Delve set to the highest difficulty with a party of adventurers who are not only strangers to him, but strangers to each other as well.
Arlo has no armor, no weapons, no knowledge of the world at large, and his party is growing increasingly suspicious of his lack of preparation and paper-thin excuses for how he got there.
There's also the fact that the System in charge seems to be treating Arlo's situation like a big, cosmic joke.
Determined not to die again, Arlo forgoes putting any points into his highest stat, Intelligence, and instead dumps everything he's got into Fortitude. After all, who needs equipment or fighting skills when you can eat fireballs for breakfast and still ask for more hot sauce?
Mage Tank begins a new Isekai LitRPG adventure that features steady progression, intelligent characters who spend time making intentional build choices, and tons of laughs. It’s not action all-the-time, but Arlo’s life is replete with danger and, more importantly, consequences.
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.
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