Overpowered villains. Higher stakes. A pyramid of lies.
A year has passed since the events that nearly brought the game, Carpe Notcem, crashing down. Now, just as things are beginning to get back to normal, a new threat emerges.
When an unkillable player attempts to take over the virtual world, Max and Kira are called in to take him down. To win, the party will have to form their own house, infiltrate a tropical palace, pull off an elaborate heist, and maybe do a little dancing.
With enemies old and new lurking around every corner, it will take every bit of teamwork and creativity the party has to get away clean. Because in this game of PVP, their lives may depend on it.
The vaunted power of the Mage’s College. Unbounded freedom among the Wolfmen. The best of both worlds.
Recent college grad Sam King was hoping for a backpacking trip across Europe as a graduation present. Instead he’s going to get a different kind of trip: a three-month stint in the ultimate immersive gaming experience. As a lifelong geek, gamer, and outsider, it’s a better gift then he’d ever dreamed.
But when he jumps feetfirst into the world of Eternium, run by CAL, the Certified Altruistic Lexicon, it’s not exactly what he expected. All he wants is to quest, game, grind some levels, and get his hands on awesome loot. You know, have fun! But the Mage’s College seems to have a very different definition of fun, one involving study, blisteringly strict regulations, aristocratic hierarchy, and tons of pay to play.
Sam crosses the College and finds himself running for his life with a back-talking book that is far more than it seems and a class that no one has even heard of. If he can navigate the deadly College politics and the looming war with the barbaric Wolfmen, he might just find the fun and adventure he was looking for.
Humanity on the run. Desperate base building. Dark deeds done during daylight.
Joe has started to draw attention to himself and his abilities. While some of the attention is good and allows for personal growth, most of it is from various organizations that feel threatened by the sudden upswing of power that Joe’s guild—The Wanderers—are attaining.
As the threat to earth begins to reach its peak, all of humanity has a choice: flee to Eternium, or stay for an uncertain future. Some stay, some go, some don’t make the choice quickly enough. In Ardania, the human Kingdom is seeing an unprecedented influx of people. Supply and demand is an issue no matter where you go, as a civilization of a few million can’t prepare to accept an eighth of earth’s inhabitants at once.
Joe sets out to solve problems where he can, but he can’t be there for everyone… especially when a group of smiling enforcers are working to bring him down.
Hunting for allies. A rescue mission that goes against the natural order. Time to delve deep.
Zeke and his friends have a final few obstacles standing in their way before they can try and find a way into the Hells. Everything to this point has been an effort to rescue their buddy, Balmur. One obstacle happens to be a mythical beast that might sooner eat than help them, but no big deal… right? Beyond that, all the group needs to do is find the hidden city of the High Elves and convince them to join their cause.
Searching and survival: if only it were that easy. Now there is active opposition to their goals of saving not only this world from War’s influence but Earth as well.
Will a hungry beast be picking its teeth with their bones? Even if they survive long enough to search for Balmur, the best case scenario is the team diving Into the Hells.
Unlikely allies uniting across the world. Blood feuds that span centuries. A single chance at life.
The world watches the sky with trepidation. The insanity of Xenocide knew no bounds, and all will soon suffer the effects he had planned for a millennium. Though none know what is to come, they all know it isn’t going to be easy to survive.
The Master has a plan, one that can give the world at large a way to escape the onrushing desolation. It may be on the bleeding edge of morality and what he needs might prove too difficult to secure, but The Master asks for trust.
Cal and Dale both have their role to play as the world hurtles toward destruction. One needs to bring the races of the world together while the other simply needs to survive. Surrounded by supposed allies, the duo will do all that they can to succeed—but with every new arrival comes rising tensions and faltering trust.
The apocalypse is coming. Will honor or greed stand the test of time?
Before the online game Carpe Noctem hit the market, the average person wasted a third of their life sleeping. Now, instead of lying in bed dreaming about showing up late to class in their underwear, players step into a breathtaking world of fantasy and adventure. For most users, this is a dream come true. For players like MaxDamage24 and his sidekick Kirabell, it is about to become something else.
After being fired, one of Noctem’s creators sets into motion a plan to bring the system crashing down. To stop the collapse, Max and Kira will have to gather their most trusted friends and embark on a quest that will push them to their absolute limits. Together they’ll face creepy dungeons, impossible bosses, and their own nightmares, all while doing their best to stay alive. With a mission this big, none of them will be the same after. The real question is… how much will they be forced to change?
Only one thing is certain - if they want to survive, they’re gonna have to Party Hard.
A tight-knit group of buddy gamers. A relentless galactic conqueror. One big ol' axe and a whole bag of magic.
Chris and his friends had been hearing voices begging for help, but aren’t dreams supposed to stay dreams? When they finally answer the call, they’re pulled into a fantastic world with themes similar to modern role-playing games. The world of Brindolla. This is what every gamer has always wanted… right?
There's one major problem: War. The big baddie of the universe has come to collect another planet for his relentless march. The Brindollan Gods only have the power to hold him back for a short while, which they can only hope will be long enough to give Chris and his buddies a fighting chance. Either this team gets rid of War’s vanguard of minions and generals, giving the Gods a chance to keep him out for good... or War comes for Earth.
The group is ready to dive into combat, magic, and any other obstacles that come their way. No matter what needs to be done, Chris and his buddies will always do it together.
Warning: This book contains profanity.
A powerful dungeon. A sheep-herder turned Noble. Their path to ascendance through cultivation.
Conquering dungeons and using them to grow has long been the most efficient way to become a powerful adventurer. The only thing keeping the process from being easy is the Beasts that inhabit these places. Questions plague those entering this particular place of power: Where do the ‘rewards’ of weapons, armor, and heavy gold coins come from? Why is a fluffy bunny charging at me? For abyss-sake, why are there so many monsters?
Cal has all of the answers to these age-old questions for a very simple reason. He is a Dungeon Core, a soul forced against his will into a magical stone. With the help of an energetic friend, Cal grows a dungeon around himself to bring in new sources of power.
When a threat he doesn’t fully comprehend bares its many teeth, Cal is determined to survive the attempt on his life. Unfortunately for adventurers, the only way for him to achieve his goal is to eat anyone that enters his depths.
Expansion. Uneasy alliances. Looming Madness.
Both Cal and Dale have become stronger, each in spite of the other.
The dungeon—Cal—knows exactly how much their power has increased and is working daily to become exponentially more powerful. His schemes are becoming more complex and his dungeon—his body—more deadly.
Dale works to subvert the plans of the dungeon, but his opponent is onto him. Hearing a voice in his head distracts him in critical moments requiring him to fight his mind even as he battles deadly creatures. Unbeknownst to both, their fight is not with each other—it’s for the continuation of their lives.
Madness threatens the land, and it is coming for them.
The dead walk the land. The dungeon rises. War will move the Heavens and the Earth.
Powerful necromancers are on the move, and the dungeon has become a battleground. Without his faithful Wisp, Cal's mind slips—he begins creating traps and monsters that go against his already loose morals.
A direct threat from an unexpected force causes Cal's mind to stabilize, but he doesn’t know for how long. Using every resource at his disposal, he works to keep his mind clear while he funds a search for his lost companion. When others fail him again and again, Cal takes matters into his own hands.
Deadly situations remind Dale that no matter how well he does in his secluded community, he is still considered a weakling in the greater world. Deciding that his physical and mental training are not enough—Dale resolves to gain strength by any means necessary.
Both are aware that they need to keep moving. If they stop, their choices could kill them.
Auras empowering the body to superhuman status. Invocations tearing the land asunder. The war has arrived.
The necromantic armies are on the warpath and nowhere is safe—even the sanctuary of the flying dungeon has been threatened. The leadership of nearly all the sentient races has been wiped out, and only the people most suited to repelling the advancing darkness have an intact monarchy.
Cal learns quickly that the primary threat is not the far-off war, but the actions of those entrusted with protecting the population. As it turns out, the idea of using a flying dungeon as a war machine is very tempting indeed.
Dale has been facing his trials better than anyone could have hoped for, but when the war takes a turn for the worse, his role is forcibly relinquished. Since his only chance at survival is painful and rapid advancement, Dale must learn if his strength of will can develop into strength of flesh.
The distance between the Heavens and the Earth might not be so far after all.
Jade has spent her life fighting boredom in the terminally ill ward. Surfing the net or reading, she always envied the ability of others to go out and experience the world. She knew her wish to live a normal life was far beyond her reach, but after waking up one morning without the sounds of her life support, she opens her eyes and finds herself with a weak but healthy body in a magical world.
As blue game-like system notifications fill her vision, she knows that she'll have to adapt quickly in order to survive… but this is all she ever dreamed of, so Jade is up to the challenge. She will soon realize that you need to be careful what you wish for.
This is Andara, where her true adventure finally begins.
Improvise. Overcome. Adapt.
Only five days have passed since Jade was brought to a distant world and a new life. Mobile for the first time ever, Jade is given the chance to do something she’s always wanted: attend school.
Dracona isn’t your typical school, however. In Andara she needs to learn all the skills an adventurer needs. For her, that means how to cast magic and use weapons without hurting herself. She’ll have to learn fast because the obstacle course isn’t the only thing challenging her progress; she’s racing against the clock to learn how to beat the Mesmer before they find her.
With both enemies and allies all around, Jade must hit the ground running, because what’s chasing her may be worse than the hospital bed she left behind. Turns out that adapting to a new world is only the first step.
Drew Michalik was working in a top-secret facility in Washington, D.C. when the Advent began. As all electronics in the world simply ceased to work, blue screens filled with information appeared before him.
Drew was given access to a mana interface and a limited number of reality-altering crystals called Xatherite. Following the instructions on his vision-impairing screens, he ‘slotted’ his Xatherite and changed his fate: he gained the ability to cast spells. Now alone in the dark, he must battle through the government bunker-turned-dungeon in a desperate bid for survival.
Escape is only the beginning, the first of his many problems in the changed world. Drew will be tasked to not only survive… but to guide the rest of humanity safely through the anarchy.
Gaia has awakened, and the world will never be the same again.
Rockland Barkclay has had a rough year. On top of everything else, his father has just passed, and Rocky has to go it alone on their annual trip. But his plans for drinking alone in Algonquin Park are rudely interrupted by a sea of cosmic energy that governs the universe. Ether, the driving force of creation, has returned. Now a confused Rocky must navigate odd hovering messages to survive.
With the awakening of the very planet they reside on, humans are in a desperate fight to survive in an evolving world. If only Gaia hadn’t woken up so very… very… unhinged.
Leveling up. Fighting death. Living life to the max.
Zeke and his comrades have only been in their new world - Brindolla - for a short time, but every minute has been amazing. Kicking butt and not bothering to take names, the group has been moving forward in their quest to push back the galactic tyrant, War.
Then the unthinkable happens; their friend is banished to the darkest Hells. Poof. Gone, just like that. Now, not only are they on a quest to stop the vanguard of War, but they are going to need to get stronger, faster, and better than ever if they want to have any hope of busting into the Hells and getting their friend back. The Brindollan Gods plan to help as much as they can, but will it be enough to allow them to complete a task that even Orpheus couldn’t in Earth’s mythology?
With the odds looking bleak, and the world they’re trying to defend turning on them, they’re going to need to seek help from unlikely spaces, travel to new places, and break some faces.
Lots of broken bones, a dim-witted RPG system, and a dash of magic; Skeleton in Space.
Douglas is a simple summoned skeleton, formed from an old battlefield when some ancient fossil of a necromancer raised him for a nefarious purpose.
His memories are a bit foggy, but who cares about remembering when there is walking to be done! Or stabbing cows! Douglas loves life, the simple joy of doing repetitive tasks - like battering down a large tower door - is all that's needed to keep his clacking bones satisfied.
But just after he completed his most recent task, the wizard he was fighting took out a weird crystal… and now there are stars everywhere. Will the floating, freezing skeleton find out what happened? Or will that wrecked spaceship on a collision path be the last thing going through his empty skull?
Come join Douglas the magical skeleton as he tries to live a fulfilling life in a sci-fi universe!
A game that puts all others to shame. Magic that has been banned from the world. A man willing to learn no matter the cost.
The decision to start a new life is never an easy one, but for Joe the transition was far from figurative. Becoming a permanent addition to a game world, it doesn't take long to learn that people with his abilities are actively hunted. In fact, if the wrong people gained knowledge of what he was capable of, assassins would appear in droves.
In his pursuit of power, Joe fights alongside his team, completes quests, and delves into the mysteries of his class, which he quickly discovers can only be practiced in secret. Ultimately, his goal is to complete every mission, master every ability, and learn all of the world's secrets.
All he has to do is survive long enough to make that happen.
Artifacts that can change the world. Rituals that can make them. Kings that refuse to reconcile.
After the encounter at the Mage's College, Joe's name has become well-known in Eternium. While the majority of his guild is ecstatic over the bonuses that he brings them, not everyone is pleased with his rising influence. In fact, someone has been spreading rumors that Joe is unbalanced, sacrificing comrades for personal power.
As a result, Joe is forced to recruit a team of misfits and discovers that their unique abilities complement his own. With their assistance, Joe moves forward with his plans to specialize into a more powerful version of his Ritualist class.
When the dust settles, he will be forced to ask himself a simple question: was it his actions that lit the fires of war?
Vengeful assassins. A treacherous companion. T-Rex Head Hands.
After the Wolfman nation is shattered, Jaxon has enough spare time to advance his skills and specialize into a better class. Since Joe and his other teammates are either incapacitated or on a mission Jaxon does not believe in, the misunderstood chiropractor turned gamer strikes out on his own.
The issue with creating your own path is that you have no idea what awaits you, especially when low charisma guarantees legendary misunderstandings. For Jaxon, that’s half the fun.
Rexus is a Completionist Chronicles side quest focused on Jaxon and is meant to be read following Regicide.
David Petrie discovered a love of stories and nerd culture at an early age. From there, life was all about comics, video games, and books. It’s not surprising that all that would lead to writing. He currently lives north of Boston with the love of his life and their two adopted cats. He also runs an indie tabletop company on the side.
Hey all, my name is James Hunter and I'm a writer, among other things. So just a little about me: I'm a former Marine Corps Sergeant, combat veteran, and pirate hunter (seriously). I'm also a member of The Royal Order of the Shellback--'cause that's a real thing. I've also been a missionary and international aid worker in Bangkok, Thailand. And, a space-ship captain, can't forget that.
Okay ... the last one is only in my imagination.
Currently, I'm a stay at home Dad--taking care of my two kids--while also writing full time, making up absurd stories that I hope people will continue to buy. When I'm not working, writing, or spending time with family, I occasionally eat and sleep.
I live in a 'pretty much Canada' Minnesota city with my wife and daughter. I started writing The Divine Dungeon series because I enjoy reading and wanted to create a world all my own. To my surprise and great pleasure, I found like-minded people who enjoy the contents of my mind. Publishing my stories has been an incredible blessing thus far and I hope to keep you entertained for years to come!
Christopher Johns is a former photojournalist for the United States Marine Corps with published works telling hundreds of other peoples’ stories through word, photo, and even video.
But throughout that time, his editors and superiors had always said that his love of reading fantasy and about worlds of fantastic beauty and horrible power bled into his work. That meant he should write a book.
Chris has been an avid devourer of fantasy and science fiction for more than twenty years and looks forward to sharing that love with his son, his loving fiancée and almost anyone he could ever hope to meet.
Andries Louws is an avid reader of fantasy, science fiction and pretty much everything interesting since a young age. He is still thankful to the nice ladies at the local library that let him check out all those violent action thrillers, epic fantasy books and encyclopaedias without enforcing age requirements. He also studied multimedia design and computer science while devouring as many novels, audiobooks, and video games as he could get his hands on. He then started writing his own stories after reading one too many badly translated Chinese novels and hasn't stopped since.
Jay Boyce is an avid reader and traveler, explorer of new things. Daughter of a librarian and wielder of words, she is primarily an editor who's trying her hand at writing. A crazy dreamer, she creates stories in her head all the time, and finally decided to start writing them down and sharing the love. A perpetual learner, she also works at her local university attending classes with deaf students and gleaning knowledge on any random subject she can get her hands on. The best description of her has always been eclectic, because she wanted to try everything at least once.
Ryan is currently a student back at school for the third time, studying Electrical Engineering and trying to find a career that he will love. Having a love of travel, he could be called worldly, or just curious. He has long been fascinated by different cultures, but especially by the similar stories they all tell. So, he has attempted to create a science fiction/fantasy world that will pull together the myths and legends in a fun and interactive way. His book, The Ether Collapse, is an attempt to do that while also diving into a world where humanity is forced to start over in an apocalyptic LitRPG.
Xander is a USCG veteran and lifelong scifi/fantasy reader. Having begun creating worlds for his pen and paper roleplaying games more than a decade ago, he has always been fascinated by what can be done when people are pushed beyond normal boundaries. He was drawn to Science Fiction as a way to explore the human condition, and his debut book, Advent, is an extension of that desire.