Super Powereds: Year 1
Super Powereds: Year 2
Super Powereds: Year 3
Super Powereds: Year 4
More by Drew Hayes
After her apprenticeship was done and a place in the guild of villains secured, Tori’s life was supposed to get simpler. Unfortunately, a poorly timed errand sees Tori caught in the debut of a new team of capes, one wearing an all-too-familiar name.
Thrust into the spotlight, Tori will have to navigate her unwanted fame as well as the suspiciously superheroic new neighbors down the hall, all while keeping up with her own villainous enterprises. With the guild no longer a secret, Hephaestus needs to grow as strong as possible to face her mounting threats.
Ambitious gangs, battling against mechanized traps, and brawling with capes are only the beginning. Behind the scenes, a hidden enemy works to settle an old score, one that has burned for decades. This secret scheme will not only endanger Tori, her friends, and the guild, but the very world itself.
Gifted with metahuman powers in a world full of capes and villains, Tori Rivas kept away from the limelight, preferring to work as a thief in the shadows. But when she's captured trying to rob a vault that belongs to a secret guild of villains, she's offered a hard choice: prove she has what it takes to join them or be eliminated. Apprenticed to one of the world's most powerful (and supposedly dead) villains, she is thrust into a strange world where the lines that divide superheroes and criminals are more complex than they seem. The education of a villain is not an easy one, and Tori will have to learn quickly if she wants to survive. On top of the peril she faces from her own teacher, there are also the capes and fellow apprentices to worry about, to say nothing of having to keep up a civilian cover. Most dangerous of all, though, are those who loathe the guild's very existence. Old grudges mean some are willing to go to any length to see the guild turned to ash, along with each one of its members. Even the lowly apprentices.
A wizard's first quest. An unlikely companion. Grand adventure awaits!
Wanda and Wumble are a small pair with vast ambitions. One an aspiring alchemist, and the other her faithful hound, the pair bond as wizard and familiar to begin their pursuit of magic.
As a newly made wizard without any training, resources, or even a home to return to, Wanda will have to forge her own way on a path where constant dangers lurk. Even the simple act of furthering her alchemy education swiftly becomes a harrowing ordeal.
Luckily for Wanda, Wumble is no ordinary hound.
Contained within her one-eyed companion is a power many factions of the world are actively hunting for. A seed with unfathomable potential waiting to sprout.
And anyone who trifles with Wumble’s wizard is in for a ruff time.
Experience a brand new universe from Drew Hayes, the bestselling author of Super Powereds and NPCs. Featuring a lovable pair of heroes out on their first adventure, learning about both magic and life in a progression fantasy suitable for all ages!
Putting the Grand Quest behind them, the party rides onward in search of answers. Between one member’s unexpected new condition and the mysteries of the Bridge, their only hope appears to be gaining entrance to Lumal, said to hold the greatest collection of knowledge in all the kingdoms.
But when a curious path appears in a seemingly uninhabited forest, the party finds themselves in a place set apart from the kingdoms, and the world at large: a hidden hamlet, filled by unusual people, all of whom have long histories of their own.
Soon sealed inside the town by unseen forces, the former NPCs will have to uncover what brought them there --and who is keeping them trapped-- while there’s still time to fight back. Because something more is brewing, something involving the very gods themselves. With unknown enemies to the front and supposed allies at their rear, the party will need more than their usual tricks if they hope to see the outside world once more.
Fleeing from a vengeful king has sent the former NPCs across Solium’s borders, into the kingdom of Alcatham. As wanted fugitives, they head to the small farming village of Briarwillow, hoping to blend in, lay-low, and avoid trouble at all costs.
Unfortunately, Briarwillow has problems all its own, and its troubles quickly become theirs. If they hope to survive long enough to escape, they’ll have to tackle an all-but-forgotten mystery buried at the town’s border, as well as seek the wisdom of a mysterious group of mages.
With time, magic, and at least one god against them, it will take everything they’ve got to save Briarwillow, and themselves
Adventuring is a costly affair, and while the tolls are often paid in blood, gold can drain away just as quickly. The party’s trek out of Solium and across the lands of Alcatham has left them with only a handful of gold between them. Fortunately, they have drawn near Camnarael, Alcatham’s capital, where all manner of quests--and rewards--await.
But all is not as expected in the capital. Unusual occurrences have been happening throughout Camnarael: figures in the shadows making unsavory bargains, attackers harassing innocent parishioners, and adventurers from all over the land gathering to partake in a Grand Quest offered by the royal family. Most curious of all are the rumors that speak of a strange artifact serving as the reward for this rare and legendary quest... an artifact that sounds just a bit too familiar to the former NPCs.
What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, second-hand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.