Kevin was a young man enjoying his college life when a car jumped the curb and crippled his body. Unable to support himself and dependent on others to meet his needs, Kevin was slipping into depression when his best friend convinced him to play a new game called Genesis Online. The concept was simple: a revolutionary artificial intelligence controlled the game world and adapted it to the actions of the players. Even the developers didn’t know what course the game could take as it evolved.
Lured into the game by the prospect of earning real money, Kevin soon runs afoul of a man determined to control as much of Genesis as possible. He recruits other disenfranchised players to his side in his quest to find a way to prosper in the game. Can they stop the man who calls himself the king of Genesis from taking over everything?
Trapped between worlds. Potentia might be the way out. Time to kill Something.
Luke is an apprentice leather worker, training with his family to one day take over the business. He and his friends Andre, Taylor, and Zed have known each other forever, and swear that nothing will ever tear apart their friendship.
Then the Royal Decree comes. With the Dynasty of Dogs invading, and strange monsters appearing in the Hollow Kingdom, a draft has been implemented. Everyone seventeen or older is required to be tested for ‘Potential’. If they have it, they will join the mysterious and renowned Ascender Corps. If not, they will be drafted into the Legion as a forced recruit.
Three of the friends test as powerful, or dangerous, classes of Ascender. Luke is found to have Potential, barely, but when he steps through the portal to begin his training… he is pulled to a plane that shouldn't exist. With no class trainer, the possibility of survival is low. Luke decides that he wants to live, and keeping his humanity isn't going to help.
After taking and defending Vuzgal, Erik and Rugrat have a new task to build a city. They have been racing through the realms at this point, but Vuzgal is a prize that they can't simply give up on. Alva is mobilized, as are their allies, to build out the new city. It is time that they solidify their gains, working on their crafts, their fighting ability and cultivation. As they expand their personal power, their gaze turns toward Vermire, to the dungeon. It's time they started to exert the strength they've built up. Alva moves in the shadows, but to what effect? The answer lies in the Fifth Realm.
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.
Professional heroes kill and loot deadly monsters every day, but Gorm Ingerson's latest quest will be anything but business as usual.
Making a Killing in Professional Heroics
The adventuring industry drives the economy of Arth, a world much like our own but with more magic and fewer vowels. Monsters’ hoards are claimed, bought by corporate interests, and sold off to plunder funds long before the beasts are slain. Once the contracts and paperwork are settled, the Heroes’ Guild issues a quest to kill the monster and bring back its treasure for disbursement to shareholders.
Life in The Shadows
Of course, while professional heroics has been a great boon for Humans, Elves, Dwarves, and all the other peoples of light, it's a terrible arrangement for the Shadowkin. Orcs, Goblins, Kobolds, and their ilk must apply for to become Noncombatant Paper Carriers (or NPCs) to avoid being killed and looted by guild heroes. Even after getting their papers, NPCs are treated as second class citizens, driven into the margins of society.
An Insane Quest
Gorm Ingerson, a Dwarven ex-hero with a checkered past, has no idea what he's getting himself into when he stands up for an undocumented Goblin. His act of kindness starts a series of events that ends with Gorm recruited by a prophet of the mad goddess Al'Matra to fulfill a prophecy so crazy that even the Al'Matran temple doesn't believe it.
Money, Magic, and Mayhem
But there’s more to Gorm’s new job than an insane prophecy: powerful corporations and governments, usually indifferent to the affairs of the derelict Al’Matran temple, have shown an unusual interest in the quest. If his party of eccentric misfits can stop fighting each other long enough to recover the Elven Marbles, Gorm might be able to turn a bad deal into a golden opportunity and win back the fame and fortune he lost so long ago.
The days of traveling martial artists and mountaintop masters are over. Power is controlled by corporations, modernized martial arts sects, and governments. Those at the bottom of society struggle as second class citizens in a world in which power is a commodity.
Rick may have survived the multi-tier tournament, but that doesn't mean his life will be easy. He finds the search for a better job is filled with traps and pitfalls, his sister is coming to terms with her dark power, and vendettas old and new plague them. This time, his journey will take him from the city to the wilderness...
Could a seemingly average Premier League fan oversee a football club better than a top manager? Max is starting to think so . . .
Max Best is not living his—ahem—best life. His job’s a drag, his home’s a shooting gallery, his hopes are nil, and lately, even his beloved game of football has devolved from a chaotic, ecstatic delight into a cold, calculating equation complete with stats, tech terms, and mindless lingo. But then Max rescues a mysterious old man from a mugging. “Nick” seems friendly enough . . . until he innocently asks his saviour, “Would you sell your soul to be a top football manager?"
Naturally, Max says yes, and in that instant, everything changes. Suddenly, whenever he watches a footie match, the skills and attributes of every player are visible to him within an eyes-only display. While he’s terrified at first, he quickly learns to appreciate his abilities—even embracing them to gain his own level-ups and experience. And he’s going to need them.
Because his otherworldly talent is about to have a massive effect on his real-world existence, catapulting him from small local matches to the insanity of top-tier football. But the more he succeeds, the more he’s torn between the simple, happy fanatic he once was and the master of the pitch he’s becoming. Soon Max will have to ask Is football really a matter of life or death? Or is there something more important worth fighting for?
The first volume of the hit progression-fantasy series—with more than 800,000 views on Royal Road—now available on Kindle, Kindle Unlimited, and Audible!
Winter is a time of reflection and cultivation for the Verdant Green Waters Sect. For Wu Ying, this peaceful interlude is interrupted by a new assignment that pits him against the mortal world’s conventions of class and privilege.
A short story in the world of A Thousand Li by Tao Wong.
Ajax’s life in the capital takes a new twist as he joins the Academy.
Everyday interactions with the most talented members of his own generation. The chance to delve the dungeons present in the capital with some regularity, testing himself against the strongest challenges the kingdom has to offer. Experiments with alchemy?
As his family prepares to move to the capital. Will everything continue smoothly? Or will he face difficulties in his climb through society?
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