Once, the world belonged to humanity. Now it belongs to the creatures of the night. Humanity clings to life in scattered strongholds — rival factions huddled behind crumbling walls while horrors from the wilderness pound on the steam-powered gates.
The sacred Flame bestows reality-bending powers to the worthy, but grants those same powers to the horrors that haunt the dark. In one such stronghold, a young man is caught between ruthless hunters and abominations from beyond the wall. Desperate to rise above his insignificance, he dreams of wielding the Flame's blessings — but the Flame is without mercy or prejudice. To earn his place in its ranks, he must endure in a fading city ripe with hunger and danger.
And when the Flame demands cruelty and grisly transformation, he must decide: does he still deserve to be called human?
An incident in his childhood left Velik an outcast with a racial subtype that thrives at night and a unique class called [The Black Fang], which focuses on just one thing: killing monsters. For ten years he has been gaining levels and sharpening his skills on thousands of monsters infesting the wild frontier, keeping a lonely stretch of towns safe.
This year has seen an explosion in the monster population beyond his ability to handle alone, drawing the interest of a professionally licensed monster hunter who seems more interested in investigating Velik than hunting. With a partner whether he wants one or not, Velik is free to finally explore the deep wood — where he believes the source of all monsters resides. Every answer leads to new questions, and not even Velik knows the truth of what happened on that fateful day.
Emotions are fuel. Happiness is ammo. Sam just wants to be a good person — which is why she uses her ability to see the unseen world of werewolves and vampires for good. Mainly, she hugs ghosts to death.
But when shapeshifting aliens kill her cat, all the hugs and pleasantries in the world won't get her back. Becoming a magical girl will. Nobody said it was going to be easy. Even equipped with magic, guns, and extra limbs, she is woefully unprepared when an entire alien invasion descends on her hometown.
When an unbeatable enemy threatens to eradicate civilization, necromancer siblings Darien and Liesel Embermourn cast a spell of great sacrifice to give the world a second chance. The spell returns them to their childhood, giving them time to prepare for the disaster they know is coming.
But even as children they have enemies everywhere. The lord who murdered their parents is scheming to steal their lands, and an ancient dracolich gathering strength to the north will soon sense the twins' power and move against them. With both the living and the dead set against them, forging a new destiny will take power beyond mortal reckoning—and mortality is far behind them.
Heaven has been abandoned. The Kingdom has fallen into disrepair. Prayers are going unanswered. An eldritch being named Irene — her true name too dangerous to speak — and her sisters intend to fix it.
To do so, they need a Warlock. Caspar Cartwright is a hapless hedge mage saved from the scaffold and sent back to the living with Irene's power at his fingertips and a mission branded into his heart: face the servants of the dead god, find the key, and open the gate to the Kingdom.
A dark and unconventional romance between a mortal mage and something far older and stranger than humanity.
Octavia blames magical girls for the collateral damage that killed her parents and left her disabled. In the decades since the wall between the waking world and the Dreamlands came crashing down, no firepower can match divine favour — only young women chosen by the Dream-Gods of Earth can turn back the Nightmares that creep through the open wound in reality cutting through England's heart.
Octavia's greatest wish is to go unnoticed, to swallow her rage and her desire, ignoring a hopeless love for her best friend as university parts them forever. But then a magical girl attacks another in a terrorist bombing, and Octavia finds herself arrested — both witness and suspect. The only way out is a contract with a Dream-God, but this divine trickster isn't from Earth.
Fugitive and public enemy, she discovers there's a whole other type of magical girl — and now she's one of them. Freedom and revenge no longer seem impossible, but things worse than Nightmares are seeping through the ragged edges of reality, and Octavia knows she's a pawn in a cosmic game.
Jakob was only seven when he was summoned to Helmsgarten's sewers by the Fleshcrafter calling himself Grandfather. For seven painful years, Jakob studied the depraved craft of his monstrous mentor, before being let loose on the populace of the metropolis.
With the vague task of creating the ultimate being to rival Grandfather's greatest creation, he is left with nothing but the flesh-stitched robes on his body and the loyal wight Heskel. Together, the pair explore a civilisation utterly alien to them, raised as they were in the dark and damp of the city's underbelly.
Along his journey, Jakob constructs monsters and constructs, dodges the noose of the guards, joins the Adventurers' Guild in his voracious hunt for knowledge, and parleys with Demon Lords and Great Ones. Many who believe him a weak child suffer eternally for their arrogance. And in the end, even Grandfather must face the realisation that his creation is greater than he could ever have imagined.
Moving to Monterey Bay for college was supposed to be a fresh start. Instead, a young woman finds herself trapped in a ritual chamber, an iron collar around her neck and strange system messages flooding her vision — pulled into a ruined world of monsters, magic, and chaos.
Her will to survive kicks in fast. Running from demons, dodging danger at every turn, armed with just a smidge of newfound magic, she must navigate a world of ruined cities and ancient secrets. Trust is hard to come by when everyone is a stranger — but amidst the fear and uncertainty, she is determined to unravel the mystery of her abduction and find a way home.
Dan has accidentally 'noclipped' into the Backrooms — a bizarro extra-dimensional world cobbled together from twisted carnivals, abandoned shopping malls, janky laundromats, and condemned insane asylums, overrun with horrific nightmare creatures known as the Dwellers. No one ever gets out.
If Dan wants to survive the week, he's going to need to harness the strange game-like magic of the Backrooms, make some very sketchy allies, and carve out a little safe haven to call his own — and fast, because the Flayed Monarch of the 999th floor has marked him for death.
4.32· 3K
Base BuildingComedyDungeon CrawlingGrimdarkHorrorLitRPG
Life was perfect: naps in sunbeams, stolen snacks, and expertly timed accidents to torment her favorite human. So when licking a strangely alluring gemstone suddenly flooded her fuzzy head with memories of her former human existence, Clover — now a fox — simply filed it under "things to not give a damn about" and went back to napping.
Fate had other plans. When the curtain of her pampered ignorance was ripped aside, revealing a world steeped in ancient horrors, eldritch hungers, and flesh-warping occult progression, she reacted with remarkable calm. Because the real horror was anything threatening her nap-snack-torment equilibrium.
Now this newly enlightened vulpine has a simple goal: get stronger — not for glory, but purely to achieve peace through overwhelming power.
Once, the sun shone brightly on Azlant — until the Whitemoon came to steal mankind's light and condemn it to eternal darkness. Valdemar Verney is a sorcerer with a dream: to find a new world for his people to settle, one where the sky isn't a ceiling made of stone. But in the underground empire of Azlant, dissent is never tolerated. Brought before one of the undead Dark Lords, Valdemar is offered a choice he cannot refuse.
Meanwhile, swordswoman Marianne Reynard is given a mission: to investigate a dead cult with a few mysteries left to unravel. Both are looking for the truth, though they might regret finding it — for many cultists, monsters, and cosmic horrors stand in their way.
Born and raised in rural Alabama, Billy Creekmore was destined to be a psychic. His mother, a Choctaw woman schooled in her tribe's ancient mysticism, understands the permeable barrier between life and death — and taught the power to Billy, who now helps the dead rest in peace.
Wayne Falconer, son of a fervent tent evangelist, uses his own unique powers to cure the sick, on his way to becoming one of the most celebrated miracle workers in the country.
Billy and Wayne share more than a gift — they share a dream and a common enemy. Their separate journeys are mystery walks leading toward a crossroad where ancient evil has taken shape, and the fate of mankind hangs in the balance.
Humanity has forgotten the ancient ways of magic and the occult as mana disappeared from the world over millennia. Once-powerful creatures are now remembered as silly cryptids, and powerful rituals have become superstition. But the universe never stays constant.
Magic begins to return. Mythical creatures crawl out from their hidden lairs, Ouija boards start summoning real demons, and Halloween haunted-house parties turn into genuine horrors. The world slowly descends into chaos.
For Samuel — last remaining member of an infamous wizard family known for their strange deals with Eldritch gods — this is a breath of fresh air. Following in his ancestors' footsteps, he embarks on a path to the pinnacle of dark arts. The exorcist business is about to boom, but whether that is good news for the rest of the world remains to be seen.
Duke is offered $15,000 to paint a mural — with a catch. He must first see what his client wants painted, which means entering a private server: Kaiju: Battlefield Surgeon, a survival horror full-immersion game where fantasy races clash with technology, giant monsters guard the gates of heaven, and players take the role of battlefield surgeons keeping those behemoths alive.
But this server was not built for the game. It was built by the world's most sadistic minds as a place to bring victims, exploit the game's full-pain and realistic anatomy systems, and push them far beyond any normal breaking point — then bring them back and do it again. Trapped, Duke has one goal: survive, win the game, and become the most ruthless monster in the room.
When Garrett comes to after a close brush with death, he's in a new world — missing an arm and paralyzed from the waist down. The brutal gang lord whose floor he's crashing on wants him gone, and only a plucky young woman and his own wits stand between him and a cold death in the streets.
Armed with a system that grants experience for exploring this new world, Garrett is determined to survive by any means necessary — even if it means becoming a villain. But the city is far from what it seems. Terrifying creatures lurk around every corner, immune to conventional weapons, and a strange lucid Dream world keeps bleeding into reality.
When it does, Garrett realizes the hostile gangs around him are the least of his worries.
Hannah has a routine. Wake up, shower, school, work, sleep. A perfectly normal routine for a perfectly normal girl who does not have to remember how her limbs work every morning because of haunting nightmares of being a very different creature in a very different world.
But that's all she thinks they are — nightmares — until one night they're all too lucid, and her body on Earth starts to change. Slowly, Hannah's humanity starts to slip away.
A story in two worlds, with magic leaking in from one to the other. It's about love, self-acceptance, neurodivergency, and a whole lot of trauma.
The dragons are dead. Their colossal forms, once the lifeblood of an empire, now rot in the wastelands of a cursed continent. The people they empowered have been driven to madness by their absence, and a creeping decay smothers the land.
Magus Montgomery Maldrak, driven by a desperate need to save his daughter lost on the decaying continent of Draya Calyrex, crafts a solution that skirts the edge of life and death: puppet-automatons animated by necromantic sorcery. Through their lifeless eyes, he will walk the ruins of a dead empire, searching for the truth behind the plague, the madness, and the dragons' fall. Some truths, however, are meant to stay buried.
How long will it take for a murdered thief to distill into something monstrous?
In this story the darkness only grows stronger, and its reach only grows wider as it expands by devouring the life that surrounds it. A dark fantasy where evil is a where, not just a who — focused on slow progression, undeath, and atmospheric storytelling.
The world is in the midst of a golden age. Humanity has been largely united under a single government for two centuries, scarcity has been all but eliminated, and the human lifespan has been extended far beyond what was once possible. Yet cracks have begun to form in this utopia — progress in science has outpaced social values, leading to conflict as the new generation struggles with perpetual disenfranchisement under their all-but-unaging elders.
A class of gifted young arcanists are invited to attend a conclave held by the enigmatic Order of the Universal Panacea, an ancient organization devoted to pursuing the secret of true immortality. Several participants, including Utsushikome of Fusai — a prodigy of Thanatomancy whose grandfather was once a member — have ulterior motives for attending.
Unbeknownst to them, there is a curse on the Order. An uninvited guest may already lurk among them — one that is not human. A whodunnit-style murder mystery with a focus on psychological drama and personal horror.
In the Antorxian Empire, magical talent can be a curse. Dorian hoped he'd never set eyes on a Reeve — one of Antorx's sorcerer-knights — but as mage scouts they were ruthless, thorough, and impossible to hide from.
On the day they arrived in his small village, his quiet life as a scribe's apprentice was over. He would be taken to Windshriek Academy, where harsh conditions and cruel punishments would either turn him into a loyal sorcerer for the Empire, or destroy him. There were no other outcomes, and no magical talent was permitted to foster outside of Antorxian control.
4.74· 341
Base BuildingGrimdarkHard MagicHorrorSchoolSecondary World+1