The Onlivik Spores have been defeated, the dungeon tamed but at great cost. John and his friends are reeling from the losses, but the countdown to full integration to the System continues. Threatened by System-integrated races and new, more powerful monsters, John will need to get creative if he and the city are to survive.
The Cost of Survival is Book 3 of the System Apocalypse, a LitRPG / GameLit Apocalypse book that combines modern day life, science fiction and fantasy elements along with game mechanics.
Princess Arienne has awful luck. First, she's betrothed to the world's most pompous prince. On the way to her wedding, her secret crush is murdered in front of her. Then she's abducted by pirates, led by the wickedly charming Alfred Du Bois.
But none of it is real.
Arienne exists in a realistic virtual world called the “altsphere.” In real life, the princess is a quadriplegic named Alice. Paralyzed and mired in depression, Alice craves an escape. Virtual reality lets her live again.
The Darker Ages combines elements of fantasy, romance and mystery, as the real world identities of various characters are gradually revealed.
Emma has gained control of one district of a city run by a woman that she tried to kill. While her new position has improved her upgrade abilities the other district heads have had theirs enhanced as well. More of what the series is known more super-powered action, more insults, and more upgrades in a struggle to survive.
What could possibly go wrong at a Tier Zero school of ascension when all the powerful foes have been vanquished and a bonded pair of Seekers can handle any adversary — not just at their current stage of ascension, but also from the initial ranks of the next one?
It turns out quite a lot can derail—especially when clans decide to contest who is to gain access to the Primordial Soul for the next decade. The Seekers find themselves forced to put textbooks aside and engage in their usual business: accomplishing the impossible.
Eric has survived where people much stronger than him have found their deaths. And not just that: he's managed to activate his magic supply, tame one of the most dangerous dungeon monsters, find the ancient city of monster hunters and rescue Jay, the girl abandoned by the scouts in Gulper's lair.
He left the Dungeons of the Crooked Mountains behind him. Now his path leads him to Orchus where our freshly-minted mage intends to finally free himself of his debt-repayment oath.
But as soon as Eric and Jay descend into the valley, they discover that the local barons have been attacked by young Corwin's men who have swept through their neighbors' estates, pillaging and plundering.
This makes Eric's task all the more difficult: he has to return to his home city without ending up in his enemies' clutches. You'd think his natural cautiousness and the acute instincts of his pet Gorgie would make this journey a walk in the park - but fickle Lady Luck has her own ideas... Once again Eric is being pulled into a bloody vortex of dangers.
The comfortable and safe mortal lands of the Nameless World have been left behind. The petty kingdoms with their endless feuds, the supposedly great empires with their innumerable intrigues and tragedies, even the Strange Lands that consider themselves to be the last bastion of true freedom. The Mad General has traversed them all, from one end to the other. What lies ahead? The road to the Land of the Immortals. And everything that embarking upon this path will bring with it.
After all, even in the truly vast Nameless World, it is still possible to find that final border, the true end of the road. But if anyone thinks that this will cause the General to falter, make him lower his sword, they are mistaken... It is as it was before and as it always will be. Neither demons nor gods, neither heroes nor villains, neither Time nor Fate will ever be able to break the iron will of Hadjar Darkhan.
She'd always expected that to be it. Death is final, after all. But when she reaches the afterlife, she's instead presented with a destiny she'd never bargained for. Instead of reincarnating to begin a new life as a human, she's been selected as a candidate for godhood. If she can claw her way to divinity, she’ll be the first new blood to stand amid the old pantheons in ages.
Lucky her.
Thrown into the dubious situation of establishing herself as a fledgling goddess in a cruel, skeptical world, Tara clings to the task she’s been given: Kill an aging, ancient deity, and take her place. Not everyone will be happy to see her, and not everyone will approve of her smashing through celestial society like a wrecking ball.
Giving up means laying down and accepting oblivion, though - and that's something Tara refuses to do. She'll have her birthright, and she'll have her name.
And then Terra will rise again.
Spark of Divinity contains strong language and content that may be traumatic, with themes around death and overcoming hardship..
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.
[Spoiler for the faint hearted at the bottom of the blurb. Please read all the way through.]
Before world war two could reach its conclusion, the world suffered what could only be defined as a cataclysm. Now, Yosemite city stands as the gateway between two worlds, and an equal power in the continent. Unfortunately it’s surrounded on all sides by those who would love to see them fail.
The empire in the west, a king to the east, and the Tri-lliance of the wastes to the south.
Standing at the top of Yosemite is the warrior king Vince, a Ranger turned city state ruler. Supporting him in his endeavors is his inner circle.
With a firm grasp on Yosemite Vince has solidified his borders. He’s gotten the army trained to an elite status. He’s given his people a peaceful lifestyle with an economy that grows year over year.
Yosemite is well and truly prospering.
There is a delicate balance between nations in military and trade, however. One that is going to be upended with a skirmish in the lands of southern Yosemite.
The bulls-eye Vince had worked so hard to remove, is back. Bigger than ever.
All anyone can do now, is prepare for the storm.
Warning: This novel contains adult themes and moral ambiguities. The main character is written as a real person in an apocalypse and will not make choices that line up with society and cultural norms.
This story contains a harem and is an Adult Fantasy novel.
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