Constantly on the run as a refugee from a brutal hobgoblin war, Burch finds an odd, self-aware sunflower during her desperate escape. In a frantic bid for survival, the two journey together across a dark, magic-filled world in pursuit of what might be the only place of safety left anywhere—a place known only as Paradise.
Frightful danger lurks at every turn, the hobgoblin horde hunts them relentlessly, and time is against them. Who or what is the sunflower? And will they even survive the journey to find out if Paradise is real?
Some monsters are born. Others are chosen. Mirela was meant to be a saint, but her birth was cursed. Born a vampire beneath the shadow of prophecy, she never knew her blood carried both miracle and abomination — she only ever wanted to survive.
On her eighteenth birthday, the divine Catalyst awakens her class and reveals a truth that could tear the world apart. Hunted, betrayed, and torn between the call of sainthood and the hunger in her veins, Mirela must decide what her power is truly worth.
Blood and divinity were never meant to mix. In her hands, both may save the world — or end it.
A bloodmage born in shadows, a shapeshifter no one can predict, a survivor in a world set against him.
Thalion's life as a marine biologist was modest in wealth but rich in joy — until the System arrived, sending everyone on Earth into a tutorial while merging the planet with four others. The System granted people magic and even ways to defy time itself, but the tutorial has become more of a slaughter trial than a learning experience.
A post-apocalyptic LitRPG featuring an adaptive magic system that evolves based on its wielder, multi-POV storytelling, and expansive worldbuilding.
Katie is summoned to another world, but the mages responsible quickly realize it was a mistake — they only needed the Hero accidentally summoned alongside her. They send her on a simple fetch quest: retrieve a sword from down the hall and she'll be home in five minutes.
When a goddess's blessing takes her wish for adventure rather too literally, Katie finds herself lost in a dark cave, far from the sword and far too close to a population of giant bugs.
This is a dark LitRPG adventure in which Katie loses as often as she wins — sometimes with horrific consequences. Luckily, she's not the sort to let a gruesome death or two get her down, and is prepared to try again and again to complete her simple fetch quest.
For thousands of years, magic has been obtained through trades with the gods: sacrifice magic materials upon their sacred altars, and the gods offer relics in return. But this world of powerful relics has always been far out of reach for Dain, a simple trinket merchant — until masked cultists try to sacrifice him to the gods.
Vowing revenge, Dain commits the ultimate taboo: creating his own altar. Only, he accidentally creates one for a god who shouldn't exist — a god that will only trade him cursed relics.
Dain will scour the world, hunt magic beasts, and barter their remains for greater and darker relics as he digs deeper into the ancient schemes behind the cultists who tried to destroy him.
Raika used to be a cultivator — living in a sect, fighting in tournaments, defying the heavens as cultivators do. She was never the strongest or wisest, but she never gave up and always stood by her ideals.
Then an Imperial Cultivator destroyed her soul organs and left her crippled.
In a world ruled by a millennia-old Emperor and his Blades, where enslaved Daemons serve as weapons of mass destruction and eldritch entities roam at the edges of reality, Raika is now less than worthless. But when the choice is surrender or madness, she chooses madness. Embarking on a strange new path, she will abandon humanity, sanity, and the rule of the Empire to become something far stranger and more powerful than she ever imagined.
A story of slow-burn progression, expansive worldbuilding, and a protagonist who keeps transforming — body, mind, and soul — until she is truly free.
It's been centuries since the world fell to the mist and crystal, changing the flora, fauna, and the very air. Humanity slowly returns from mountain refuges, mastering crystals and the strange clarity they offer. Now, at age five, every child receives a crystal inlay ring that reveals their calling — a specific area of excellence and a unique method of growth. Everyone has a calling.
Everyone but Violet. For eleven years she has been the only child with no calling, learning to adapt to the ridicule and pity with a carefully worn persona of warmth and kindness. Then she finds herself with blood on her hands — and finally understands how to feed her calling, and her appetite.
The Dragons have been slain, the Giants pacified, the Elves have retreated to the old growth forests, and the Dwarven forges have gone cold. Magic fled from the world as the Empire of Man rose supreme on the strength of technology — until Essence ignites, filling the world with the old powers of myth and legend.
Erak doesn't care about any of it. His Oaths are etched into his Blood, and the Weight Essence has given them has only made them stronger. He serves his Queen: her shield, her sword, her guardian. Cut off from her as portals tear open the sky and release a storm of demons upon the Empire, he will fight his way to her side.
Rallying survivors, soldiers, civilians, and scholars, Erak is determined to cut through every legion of Hell standing between him and his Queen. For he is the Bloodsworn, and nothing shall stop him from honoring his Oaths.
Newborn Dungeon Cores must choose what entity they help contain, and that choice determines what monsters they can summon. After being executed for crimes forgotten in death, Tira is given the chance to make that choice. She chose Acekorah, the Primeval Terror — a being so dangerous few cores will risk trying to contain it.
The danger wasn't important. Tira remembers dying. Because the Primeval Terror walked the world long before the races of Man, Cores bound to him can summon beings from beyond the veil of time. Forged in the fires of Tira's wrath, the dinosaurs will walk the world anew.
4.40· 855
Dungeon CoreGrimdarkMonster TamingNon-human MCSecondary World
A disillusioned gamer found himself on an unfamiliar path with no memory of how he arrived. After a disorienting encounter, he emerged inside one of the most brutal science-fiction universes ever conceived — the Imperium of Man, set in the grim darkness of the far future where there is only war. With this new identity came world-shattering secrets he had not asked to inherit.
A war was fought. Humanity lost. Demons now rule what was once mankind's domain, the great works of civilization lie in ruins, and the surviving humans live under the yoke of their conquerors. Not everyone went quietly, but at the end of it all the demons stood victorious.
In one nearly uninhabitable corner of the conquered world, a very young woman comes of age walking in the shadow of destiny she does not yet understand. The demons have one final lesson left to learn from humanity — and it begins with the smallest of sparks.
4.28· 1.6K
GrimdarkMilitaryNon-human MCPost-apocalypticSecondary WorldWeak to Strong
Sungchul Kim reached the pinnacle of power — then failed to stop the first of five prophesied Calamities because he couldn't wield magic. Branded the Enemy of the World, he must now travel in disguise among the weakest people in the Other World: newly arrived humans from Earth, the very group most likely to expose him.
His goal is to steal the knowledge of magic from those who hate him most, before the Calamities destroy everything — not out of heroism, but because of a promise he made long ago.
It's Drop Night, the one night every decade when the gods hand out cards to a lucky few. If you get a deck, you're a deckbearer capable of great feats — such as controlling frightening monsters.
Wolfe, top enforcer for the Grimm family mob, has already been overlooked on two previous Drop Nights. People of his ilk seldom receive cards, as the gods tend to favor those who follow divine mandates. Against all odds, though, Wolfe does receive a deck at midnight — including a rare card everyone would kill to have.
With the rival street gang the Cobras fielding six deckbearers and cutting into the Grimm family's trade, someone has to do the dirty work. And it isn't going to be the spoiled children of Big Man Grimm.
"Starbreaker, thrice named. Starbreaker, awake."
Sylvas Vail is the most powerful mage on his planet — a big fish in a small pond. When the doors to the cosmos come crashing open and all the untold wonders and terrors of the universe pour in, he is left with only two choices: ascend or die.
A dark prophecy foretells his rise, and the path ahead is written in blood.
4.39· 1K
CultivationGrimdarkSchoolSci-fiSecondary WorldWeak to Strong
The young, sickly Irwin has seen nothing but bad luck in his short life. When his brother returns with a magical card for him, his luck is about to change — but not necessarily for the better. Irwin is sent off with a group of youths to placate a group of sorcerers, armed with only a strange utility card granted by his brother and a prayer to stay alive long enough.
A card-gathering story with crafting that grows increasingly central as the series progresses. Slow-paced, starts dark, with a weak-to-strong arc.
Every century, the MALswarm invades — adaptive aliens of blood and steel led by Titans that decimate billions and leave behind raw Warp Energy. Humanity seizes this power, transforming into beings of mutated flesh and cybernetic might. Yet the promised utopia remains a lie, and New California's underworld schemes to profit from the impending Fifth Swarm.
Two destinies collide amidst the chaos. Ripley — a cybernetics savant battling to save his dying mother — operates in the shadows of a gang-owned nightclub. Diana, engineered for perfection, fights as an officer of the law to forget her past. When a monster is unleashed, they steal its infinite potential to warp their futures.
In a city where salvation and damnation are inseparable, Ripley reinvents himself from the wreckage of his enemies' cybernetics as a mercenary, while Diana's mutated blood crackles with lightning as she purges corruption. Against a grand conspiracy of aliens, rogue AIs, shady corporations, and organized crime, their alliance — and conflict — determines if the world will plunge into darkness or embrace the light.
After the tragic loss of her mother, Solvei and her tribal family of áed — a nomadic race of beings made entirely of flame — flee their pursuers through the wasteland. When unexpected events separate Solvei from her tribe, she finds herself alone and vulnerable in unknown lands.
With no clear path forward, Solvei must grow as both a person and in strength to survive her uncertain future.
After eight years of leading her guild in endless PvP conflict in her favorite dark fantasy MMO, shut-in Ai Kanbara finally felt ready to face reality — only to transmigrate into the game world as her max-level character.
But the world has moved on. The artificial God-Engine she built to banish the darkness has developed a critical flaw, her guildmates are either missing or deified as the patron gods of a crumbling empire, and a message from her oldest friend reveals a terrible truth: they were betrayed by one of their own.
To uncover the fates of her guildmates and push back against the tyrannies of the Republic ruling in her character's name, Ai must become her legend in truth. Accompanied by her loyal lizard-dog and new companions, she begins a journey across a vibrant world of brutal stakes and deep human connection.
Detectives O'Connor and Maddison delve deeper into the mysterious life of Victor Helios, trying to uncover his ultimate goal, while members of Victor's "New Race" begin to show they are not as perfect as he assumed. Randall Six continues his quest to escape from Hands of Mercy as Officer Harker descends into madness, and Erika Helios discovers some of her husband's unfinished creations.
Mysteries are revealed and revenge is exacted as this horror epic reaches its apocalyptic conclusion — a story of fast-paced action, gripping horror, and thrilling adventure, adapted by Chuck Dixon with illustrations by Tim Seeley and Scott Cohn.
In the deepest reaches of the Bone Pits, a canine woke up in the ruined remains of a wooden box — with knowledge it shouldn't have, fleeting memories it couldn't reach, and the icy grasp of death crawling up its spine. It simply wished to live another day.
In the industrial underbelly of Carmera, gangs, religious groups, Dungeon Barons, and cultists battle for supremacy — blind to what prowls below. In the writhing smog and murky sumps that none dare approach, in the deepest reaches of the dungeon, the last wolf rakes its claws through steel and howls to a distant sky.