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.
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...
SOMEWHITHER is the first part of A TALE OF THE UNWITHERING REALM, a new science fantasy series from the science fiction author John C. Wright. It is an adventure, it is a romance, and it is a coming of age story of a young man who is not a man, in a world that is only one among many. It is a tale of a greater and darker evil with longer reach than anything he could imagine, of despair without bounds, of pain beyond measure, and of the faith required to surmount all three. It is a story of inexorable destiny written in the stars and the stubborn courage that is required to defy it.
Ilya Muromets is a big, ugly, motherless boy who does not look like anyone else in his Oregon town. His father is often absent on Church missionary work that strangely seems to involve silver bullets, sacred lances, and black helicopters. Ilya works as a janitor for Professor Achitophel Dreadful of the Cryptozoological Museum of Scientific Curiosities, and he has a hopeless crush on the Professor’s daughter, Penelope, who seems to think his name is Marmoset.
One night, when Professor Dreadful escapes from the asylum in which he is presently residing, he sends a warning to Ilya that not only is the professor’s Many Worlds theory correct, but those many worlds are dominated by an unthinkably powerful enemy determined to destroy anyone who opens the Moebius Ring between the worlds. And, as it happens, prior to his involuntary absence, the Professor left his transdimensional equipment in the basement of the Museum plugged-in and running….
So it is that Ilya, as he has long dreamed in secret, is called upon to save the mad scientist’s beautiful daughter. With his squirrel gun, his grandfather’s sword, and his father’s crucifix, Ilya races to save the girl, and, incidentally, the world.
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.
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.
Virtual worlds are places of boundless freedom. Anyone can become an elven mage or an invisible rogue, join a clan and go on raids, fight, develop their characters and most importantly, escape from the daily grind. However, a game is only a game if you can quit. This is something I learned the hard way. I just wanted to let off some steam in virtual reality and ended up getting murdered and imprisoned in the body of one of the undead—slow, clumsy and cursed to die at the hand of other players over and over again... The only way out of this awful predicament was to find the legendary Scroll of Rebirth, but the helpless plague-ridden corpse would need to be turned into a real killing machine. If only people knew what it was like to level up a dead rogue...
Ranger Academy is famously hostile to its attendees. From the weather shifting from hail to tropical storms in minutes, to lethal rocks fired inches from the trainee's heads, bad food and salty water, to profanities yelled by the Drill Instructors and whispers of failure at night, everything on the island is designed to make the trainees quit.
At the same time, the classes are fascinating. Wilderness survival. Team tactics. Gladiatorial combat vs dinosaurs. Flying. And the dozens of other classes, designed to forge the Trainees into the elite special forces of Remus - Rangers.
Naturally, Elaine wouldn't be anywhere else. She needs to prove herself. For Julius, and his faith in her. For Artemis, so she won't be disappointed. Most of all, for herself, for her own freedom and independence.
For a certain definition.
Elaine is not alone. The other Trainees help, with a bond forged in hell. Night, her mysterious mentor. Years of prep and hard work with her old Team 4.
***This volume contains the novels House of Blades, The Crimson Vault, and City of Light, all of which are available separately.***
Simon can only watch, helpless, as his family is killed and his village destroyed by enemy Travelers--men and women who can summon mystical powers from otherworldly Territories. To top it off, one of Simon's friends is revealed as a savior prophesied to destroy evil and save the realm.
Prophecy has nothing to say about Simon.
He has no special powers, no magical weapons, and no guarantee that he'll survive. But he sets off, alone and unarmed, to earn the power he needs to oppose the Travelers and topple their ruthless Overlord. It may not be his destiny, but Simon is determined to save the day anyway.
Hump triumphed over the challenges of Bledsbury Dungeon, but it wasn’t without a cost...
Imprinted by the soul of the Wolf Dragon, Hump must master this new power or risk being consumed by it. The soul is a fragile thing, after all, and he fears what part of himself may have been lost...
But with the threat of the Dragon Keeper Trials looming, he must find a way to get stronger. Fast.
In need of further training, Hump and his party seek out a wizard acquaintance of his master. What they find is a town beseeched by otherworldly spirits. Locals snatched in the gloom of night, adventurers sent to their aid gone missing, and whispers of a witch luring the creatures to their doorstep.
Hump will need all the newfound strength he can muster if he is to survive and uncover the truth of these spirits.
The price may just be his humanity.
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