More by Cale Plamann
Ever since his sixteenth birthday, disaster has loomed over Micah Silver’s head, threatening him and everything he loved.
Twice he tried to deny his fate, only to suffer for his hubris. Finally, he made the sacrifices necessary to confront the danger facing him head-on.
Micah succeeded. At the head of an army of daemons, he defeated the Durgh Khan and saved Basil’s Cove from disaster. Only, it wasn’t to be.
The cost of his actions was too great for him to bear, forcing him to activate his blessing and travel back in time once again.
Sanity and emotional stability fraying, Micah buckles down for another run. This time, he has the knowledge, character class, companions, and skills to make his fourth loop the final one.
It had better be. His psyche can’t take a fifth.
Some disasters can only be avoided if you know they’re coming...
On Karell, you are either blessed by the gods, granted a unique power and the ability to gain experience and levels, or you are forgotten. Micah Silver was a boy picked for greatness. Chosen by the gods to bear a mythic power, he longed to take his place amongst the heroes and legends he grew up reading about.
Unfortunately, his primary blessing only allows him to travel into the past by sacrificing his class, wealth, and levels--a psychological burden that Micah is reluctant to shoulder. But, even if Micah is unwilling, fate has a way of forcing you to face your destiny... and running away can cost you everything.
Over and over again...
Experience the start of a time-loop LitRPG Series where a reluctant hero is forced to fight against an impossible catastrophe. Using his talents for enchanting items and summoning creatures, he must retrace his steps and grow stronger in a potentially futile effort to prevent tragedy and protect his family.
Conspiratorial conflicts boiling over. Allies pushed into the mix. The stars are spilling war onto Earth.
Kat revealed the Stallesp plot: the aliens never meant to abide by rules laid down by the Galactic Consensus, instead choosing to ask forgiveness rather than permission for interfering with Earth and its corporations. Now she is fighting a lonely war against the invasion as she tries to buy enough time for help to arrive.
Her allies are gone or preoccupied, forcing her and the few friends she’s made to try and root out the invaders without formal support. As her investigation heats up, revealing a situation worse than Kat ever could have expected, she needs to confront an unpleasant fact: not all of humanity's enemies are aliens.
Now Kat is racing against time, both in and out of the tower. Despite her skills, magic, and allies, her best may not be enough.
Success is more treacherous than failure, bringing dangerous attention, and potentially unbeatable foes.
Kat beat the bad guys and scored a pile of credits deep enough for her to fill a kiddy pool and go swimming in it. What she didn’t expect was for the mastermind of her plight to survive, as well as do her a favor: she removed her from the Arcology, and enrolled her in the GroCorp corporate college. She knows the Arcology, but this is a chance to earn enough credits to set her family up for life.
But people are disappearing, and betrayal lurks around every corner. Kat is out of her depth, and everyone is playing for keeps. Only by relying on every erg of power she’s managed to scavenge from the Tower of Somnus does Kat even begin to stand a chance.
What if the power she earns comes at a price that isn’t hers to pay?
First contact gone wrong. Humanity judged and found wanting. Unlimited power up for grab.
The Galactic Consensus arrived on ships as large as skyscrapers, crafted from glittering alloys that no human scientist could even begin to understand. They followed the trail of century old television transmissions to welcome us into the galactic community… only to recoil in horror at what they found.
They concluded that humans were unfit to be trusted with the advanced technologies that member-states of the Consensus freely traded with each other, installing a relay to warn other ships that we were under embargo, but more importantly, allowing humans entrance into the Tower of Somnus, a multiplayer game of sorts that could be played in one’s sleep. The hope was that humanity would learn proper behavior from playing the game with our more civilized neighbors.
Katherine ‘Kat’ Debs, a hereditary employee of one of the megacorporations that ruled the world, eked out a meager existence in a massive arcology of glittering glass and chrome. She dreamt of one day earning enough money to buy her freedom, and was more than willing to break a law here or there in the process. When she is offered an opportunity to enter the Tower of Somnus free of corporate control, she jumps at the chance. After all, the 'game' was more than just a status symbol, players retained the fantastic powers they earned in the game in the waking world as well.
A perfect opportunity to take control of her destiny, or die trying.