The Innocent Mage is come, and we stand at the beginning of the end of everything. Being a fisherman like his father isnt a bad life, but its not the one that Asher wants. Despite his humble roots, Asher has grand dreams. And they call him to Dorana, home of princes, beggars and the warrior mages who have protected the kingdom for generations. Little does Asher know, however, that his arrival in the city is being closely watched by members of the Circle, people dedicated to preserving an ancient magic. Asher might have come to the city to make his fortune, but he will find his destiny.
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.
Huon is weak. A surgecaller who escaped into the wilds, his only goal was to survive.
Now he is Oathbound, forced to fight in an arena, forced to become stronger than he’d thought possible.
As he realises he can become strong, the need for revenge fills his heart, and a new goal forms in his mind.
But his goal is impossible: kill the dragon rider, the Immortal of Fire.
To succeed, he’ll have to do more than just survive—he’ll have to advance beyond anything the realm has ever seen.
In the spirit of progression fantasies like Cradle and Mage Errant, enter a realm with magical beasts, where surgecallers can cultivate essence to strengthen their weapons, enhance their bodies and wield elemental magic.
Reborn five years in the past. A second chance to do everything over. What would you do?
For Ashlyn, being reborn five years in the past is both a boon and a bane. She’s reborn in the wreckage of tragedy, forced to deal with a life that she messed up before. Now, all she has to show for her life is five years of accumulated knowledge in the greatest virtual reality game ever released - Elysium - and the pain of friendships lost.
This time, Ashlyn is going to make a difference. This time, she’s going to fix the mistakes she made and save the relationships she lost. And to do that, she’s going to use all the knowledge she gained from the future to blaze her way to the top with a new class: the Mystic Mage.
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.
Forever is such a long time.Walter Tye is the best friend any adventurer needs. He is the smiling shopkeeper next to your local dungeon, the one who sells you these cheap healing potions. When you need information, Tye always knows. He wants to help; you can trust him.He is also the undead necromancer ruling said dungeon, getting paid to solve problems that he caused in the first place. But don't tell anyone that...
Earth was never the same after World of the Changed. Humanity was reduced to two camps: monsters thirsting to kill, and players doing everything they could to survive. The squabbles people had spent their time on before? Gone. If you wanted to live to see another sunrise, you had to work with everyone you could, from other players to game functions.
Mark Derwin, the most advanced player through the initial period of the game, knew all too well that his level was no advantage. Far from it—the game owner didn’t tolerate anyone who got too far ahead. The only thing the owner wanted was for Earthlings to disappear without a trace, giving up their resources to be extracted. But not everyone was willing to bend the knee before alien intelligence. In fact, some had begun to fight back against the game.
Ruwen survived Legion’s Fifth Vault with devastating consequences. His escape flung him far from home, severing his connection to Uru. Even his Void Band, with its link to the Black Pyramid, no longer works. Isolated, with no obvious path back, he must learn new skills or die here.
For the first time, Ruwen can access his Core without worrying about discovery, and the work started in the Spirit Realm creating spells can finally continue. But that alone will not be enough, and he carefully explores the power of the mysterious Architect Role passed to him by the Goddess Uru.
The solitude also provides Ruwen time to perfect his Bamboo Viper Steps and investigate the hidden layers the forms contain. Pushing himself physically, mentally, and spiritually momentarily lets him forget his grim existence.
But as the seclusion persists, Overlord, the mental construct given life by the trap Rami triggered at Malth’s Library, continues to evolve, altering Ruwen’s mind, and causing Ruwen to doubt his sanity.
Underlying the isolation, loneliness, and harsh conditions lives the fear that one mistake will result in permanent death.
But if Ruwen doesn’t overcome that fear, and push himself to his limits, he will never leave this place. And the consequences to himself, his friends, and the Universe will be nothing short of catastrophic.
After fulfilling the duty all Arch Necromancers are tasked with, the last thing Sylver Sezari expected was to be reborn. He was usually the one reanimating dead things. How ironic. But reborn he was. And after crawling his way back into the land of the living, he finds himself a strange land, a strange time, and with a strange floating screen in front of his new face. Either through plan or chance, he’s alive again, and planning to enjoy himself to his heart's content.
Don't miss the start of this LitRPG Adventure about a reincarnated necromancer growing in power and finding his way in a new world where the rules have changed vastly since he last "lived."
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