Some say it's better to live as a villain, than to die as a hero. But why choose, when you can go back in time and try each option?
Ryan "Quicksave" Romano has begun a new time-loop. His goal? To prevent New Rome's destruction at the hands of the vicious Meta-Gang. To do so, our favorite courier must explore both sides of the law: to become a corporate superhero in one loop, and a scenery-chewing supervillain in the next!
But not is all as it seems. What is this heavy secret that the Dynamis corporation keeps hidden from him? Who is this person who seems to remember events from the previous loop? And most importantly, where did his cashmere suit go?
A world infested by demons. An Academy designed to train Heroes to save humanity from annihilation. A new student’s power could make all the difference.
Humans have been pushed to the brink of extinction by an ever-evolving demonic threat. Portals are opening faster than ever, Towers bursting into the skies and Dungeons being mined below the last safe havens of society. The demons are winning.
Quest Academy stands defiantly against them, as a place to train the next generation of Heroes. The Guild Association is holding the line, but are in dire need of new blood and the powerful abilities they could bring to the battlefront. To be the saviors that humanity needs, they need to surpass the limits of those that came before them.
In a war with everything on the line, every power matters. With an adaptive enemy, comes the need for a constant shift in tactics. A new age of strategy is emerging, with even the unlikeliest of Heroes making an impact.
Salvatore Argento has never seen a demon. He has never aspired to become a Hero. Yet his power might be the one to tip the odds in humanity’s favor.
Kit is back. And she’s still stuck playing her ridiculous elf dancer character.
After leading a group out of the full submersion video game, Chronicles of Retha, Kit knew she couldn’t leave the remaining players to suffer their fate alone. So she returned to the game with the goal to get everyone out.
Solus Miles has always preferred solo playing, but Kit’s return changes everything. He vows to partner with her fully, allowing her to use him as her shield and even her mascot.
There’s just one problem.
Forcing a system wide logout requires the defeat of the end game boss character. A boss who hasn’t ever been beaten before.
When the top guilds are still skeptical Kit turns to those whom others overlook: the non-playable characters controlled by the game mechanics.
But Retha has changed.
Monsters, events, and quests have shifted, complicating her task. The journey across an altered Retha tests even Kit’s veteran knowledge and strains her leadership like never before.
Can she leverage her NPC allies and convince the other players to join her?
The SECOND AGE OF RETHA series features an epic fantasy video game world inspired by Tolkien’s Middle Earth with the adventure and stakes of Sword Art Online and other “stuck in a game” stories. If you love humorous and magical adventures with MMORPG elements download a sample or buy it today!
Ariane has finally adjusted to her new life as a vampire, hidden away from her kin in the Georgian countryside. She can now set her eyes on her next pursuit: her return to society as a rightful, free entity. Regaining her freedom will not be easy, however. Beyond the issues of cutthroat vampire politics, the protection of her territory will also bring surprising challenges. She will have to face them with the help of the friends she gathered around her: Loth the burly smith and scholar, her sassy human vassal Dalton and the Choctaw seer Nashoba. It will take that much, for the world is old and there are many ancient threats waiting to be unearthed.
Alexander and his growing legion have managed to escape Nova Roma and, more importantly, learned that the rest of the world may not be as ravaged and destroyed as they had all thought!
Join them as they set sail for ancient Venice, the Queen of the Adriatic, to try to learn more about the wider world outside Nova Roma. Along the way, they'll encounter a growing plague of deadly pirates in the Adriatic, deceitful old merchant families out to quash any new competitors in the region, mysterious new allies, and much more.
Just as Alexander is starting to feel hope for humanity once again, something happens to tear him away from everyone and everything he has come to care about. Lost, shackled, and without the majority of his skills, Alexander will be forced to confront a new side of himself, a darker, more violent side that threatens to take control of his mind and the new powers he has managed to unlock for himself.
If he can't manage to resist the growing corruption of his mind, he may not just be a danger to himself and those he cares about, but may become a danger to the very world itself.
The Twilight Ocean holds unfathomable treasures, but you need strength to seize them.
Just after arriving in Twilight Harbor, Zac finds himself enlisted by the Draugr Catheya to participate in a once-in-a-millennium trial. The rewards are exactly what he needs to advance his cultivation.
But danger goes hand in hand with opportunity. Zac will be pitted against not only the local elites but talents of B-grade factions. Furthermore, the Twilight Ascent is not what it seems.
Fate is gathering. Ancient forces are sharpening their swords, their eyes trained at the chance for ascension.
After four months of training, Party Zero is ready to join up with the Stone Raiders and test out their newfound power.
Forces have their eyes on the Stone Raiders for their own reasons. The Stone Raiders and Party Zero will be vital to the plans of higher powers and the future of Emerilia. They just have to survive long enough to make it there.
A series of events are set into motion that will change the world, and just maybe the Universe.
Second book in New York Times -bestselling author Tad Williams's cyberpunk fantasy series • “Tad Williams is the brightest and best of the fantasists.” ―Neil Gaiman, author of American Gods
Otherland. In many ways it is humankind's most stunning a private, multidimensional universe built over two generations by the greatest minds of the twenty-first century. But this most exclusive of places is also one of the world's best kept secrets, created and controlled by an organization made up of the world's most powerful and ruthless individuals, a private cartel known—to those who know of their existence at all—as The Grail Brotherhood.
Though their purpose in creating Otherland is still a mystery, it may not remain so for long. For they have exacted a terrible price from humanity in the process, and even their highly organized global conspiracy cannot hide the nature of their crimes forever. And now a small band of adventurers has penetrated the veil of secrecy that prevents the uninitiated from entering Otherland. But having broken into the amazing worlds within worlds that make up this universe, they are trapped, unable to escape back to their own flesh-and-blood bodies in the real world.
And as dangers and circumstances split their party into small, widely scattered groups, their only hope of reuniting lies in returning again and again to the River that flows—in one form or another—through all the worlds. But the odds seem to be completely against them as they—and the one outsider with whom they might join forces—become hopelessly lost in realms where an Ice Age tribe's fears can only be quenched in blood...where insects are as large and deadly as dinosaurs...where they are caught in the war between a man made of straw and one made of tin...where cartoon ads take on a life of their own...where humans strive to survive in the aftermath of an alien invasion...and where one among their party is actually The Grail Brotherhood's most terrifying weapon—a sociopathic killer who has never failed and whose current mission is to make certain that not even one member of this little invasion force lives long enough to reveal the truth about Otherland to the people of Earth...
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