"They say imitation is the sincerest form of flattery. What then are we to think of it when the gods themselves steal our ideas on how the universe should work?"
Axiom of Infinity follows several travelers from Earth as they attempt to make new lives in a world where RPG mechanics are as innate as the laws of physics, dungeons lurk everywhere, and the gods themselves appear to be playing a very different game — one with unknown stakes and strange alliances.
Blessed by two gods and cursed by a third, one man finds himself at the center of their machinations. The unsuspecting natives of this world are about to learn to live alongside a bunch of min-maxing, power-gaming, spreadsheet-wielding gamers who do what they do best: break things.
A lifelong reader of fantasy who dies and gets reincarnated — not as a hero, not as an adventurer, but as a Dungeon Core. A forever Dungeon Master at heart, he has no interest in conquest. He wants to create wonder and a sense of accomplishment in those who dive his depths.
Now with a genuinely helpful system and a brand-new world to shape, he sets out to build the dungeon of his dreams.
Surprisingly Enough(NOT), Common Sense Is Overpowered in Cliché Cultivation World
PlumBlossom0_0
B60/100
Ning finds himself reborn in the world of cultivation. As he embarks on this new life, he gradually becomes aware that this realm revolves around a select few "protagonists" who endure underestimation and humiliation, only to rise and retaliate following the predictable patterns of clichéd cultivation novels.
Realizing he is an "extra" — freed from the constraints of these clichéd rules — Ning resolves to chart his own path towards immortality, steering clear of predictable tropes and stereotypes. He uses his sharp intellect and vast knowledge to ascend to the pinnacle of the cultivation world, defying conventions and outsmartting adversaries along the way.
His Soul Is Marching On to Another World; or, the John Brown Isekai
The Cabbage Preacher
B60/100
The land of Gemeinplatz is filled with fantastical creatures, adventurers, and heroes — most of them transported from Earth and blessed with cheat skills. On the surface, it's a perfect power-fantasy world where even the most ordinary person can pull themselves up by their bootstraps.
Yet beneath this "Gemeinplatzer Dream" is a disgusting truth. To satisfy the needs of heroes who can't function like normal humans, a lucrative slave trade crushes the dreams and ruins the lives of hundreds every day. Demi-humans labor in harems and mansions, treated as less than people by a ruling class with every incentive to keep the system going.
In a world where the oppressors are overpowered and the odds are impossible, the hope for the enslaved has a name: John Brown. This time, he'll finish what he started.
Reborn from an advanced techno-magic world into one where magic is still in its infancy, the protagonist finds himself in the body of a young baron with a single village to his name — surrounded by monsters and hostile aristocrats on the fringes of a young, rapidly expanding empire.
What he does have is knowledge far beyond what this world has dreamt of. Nothing will stop him from using it to build his own magic empire.
4.29· 1.3K
Base BuildingCraftingGenius MCIsekaiReincarnationSecondary World
Dungeon Inc. is the biggest 'fake' reality show on Earth — college kids pretending to be actors, starring as fantasy heroes. But on the other side of the portal, the monsters don't follow scripts, the loot is real, and there's no respawn button.
For Alex Mercer, this was supposed to be the ultimate campus job: cosplay, clout, and enough cash to kill his student loans. Cast as the team's "wizard," he wields tech-enhanced equipment designed to fake magic for the viewers back home. But then he discovers that magic is real.
Now Alex must survive a world powered by karma, Qi, and consequences. Somewhere between science and sorcery, he begins to wonder: can he become the mage he's only been pretending to be?
Miles Boone is finally an adult and able to roll up his permanent character in a world where feral AIs and nanomachines have overrun most of the planet, and playing the Game is survival itself.
But the Game is rigged against anyone who isn't a member of the Party. A desperate bid to earn a fair chance lands Miles at the mercy of his family's enemies — his freedom and life riding on winning a bet. His enemies have broken his character and stripped his luck stat. How do you play a game without any luck?
Miles must outplay corrupt GameMasters, a scheming Party, and the game itself — because his father always said it's how you play that matters.
Tal is one of the elite undead soldiers of the Zozheim empire, resurrected from the corpse of an uncounted sacrifice. He does not know the man's name. He does not care. The body is his now.
They say Tal exists to serve — and so he drowns and murders and pillages in the empire's name. But one thing is becoming clear: he exists. And soon, that fact will terrify his creators and their enemies alike.
Nar was born in darkness and was meant to die there — a slave, shackled by a sin long forgotten, doomed to a life beneath the surface. His eyes were never meant to see the Infinite Nexus or the wonders of the Endless Labyrinth. He was never destined for power, a class, or the System.
But he made the choice few sinners dare: to Climb. Now he must forge a hybrid tank/DPS class, conceal a secret that could destroy his party, and achieve the impossible to save his dying father. With every step toward the City Without End, Nar unknowingly draws to a close a play that has spanned eternities — and no one is expecting him.
The Power of Ten: Book One: Sama Rantha, and Book Two: The Far Future
RE Druin
C59/100
Some time ago, a planes-traveling archmage invented a video game to train people on Earth for a coming catastrophe. The gods seized the opportunity to take the templates — and even the souls — of some of those characters for use in other worlds.
Sama Rantha is one of those characters. Being a Hagchild and surviving after your Hag Curse fails to murder you at birth is much, much less fun than setting it as your race at level one on a gamescreen. Book One follows Sama's Road to Ten in a traditional LitRPG fantasy setting, heavy with gaming terms and rules-lawyering as she min-maxes her heart out to survive a world intent on killing her.
Book Two shifts to a sci-fi/fantasy/psionics mashup as Sama is sent into a grim dark galaxy she'd rather not be in — but the heart of a powergamer never says no.
Fifteen years after Earth was forced into the Sarlenac Games, over half of the population is gone, culled by the System without mercy. Each year, thousands of Gates open to hostile worlds — fail to clear them in time, and ten percent of Earth's population dies.
Specialist Jimmy Novak is a low-level combat medic with nothing to his name but scars, sarcasm, and a refusal to quit. When a routine Gate spirals into catastrophe, Jimmy makes a choice the System never accounted for, and something older than the System takes notice.
[Skill Activated: Respec on Death.] With each death, Jimmy changes — new class, new build, new tools for survival. But the cost is steep, and the enemy is no longer just monsters. The System is watching. The gods are stirring. And Jimmy Novak is becoming something far more dangerous.
The world devolved into chaos as a game-like system reduced the population to a series of statistics and screens. Confusion reigned as everyone struggled to survive in this new reality — everyone but one man.
Anthony Franklin had a secret: he had lived through this exact series of events ninety-nine times in a row. Drawing on centuries of accumulated knowledge — every play, shortcut, and strategy — he must save as many lives as possible. He will contend with vicious boss monsters, elude the ever-watching eyes of the system administrators, and guard his back from scheming players with their own agendas. With every individual carrying their own goals, dreams, and fears, shepherding them won't be easy. Win or lose, his 100th run will be his last.
Among Hakon's people, strength is everything — weakness means death. When he finally completes the Rite, he expects at least a modest Ancient Power. Instead he awakens something his tribe scorns: a Power of the Mind called Enhanced Comprehension.
To those who value brute force, Hakon is nothing. But he sees what they cannot — patterns, weaknesses, possibilities. As tribes stir and ancient grudges reignite, whispers spread of a prophesied Warlord born from the blood of his enemies. Hakon decides to become that man, claim his father's seat as chieftain, and unite the tribes — but first he must survive long enough to master his Power.
4.64· 441
Base BuildingGenius MCLitRPGMilitarySecondary WorldWeak to Strong
Lindle is determined to be as unlike his father as possible. Unfortunately, being a half-giant is hard to ignore, and the system seems determined to force him into a giant-exclusive class.
Seizing what may be his last chance before his path is locked, Lindle takes a job guiding an adventuring party out of his snowy village and into the sunless tundra. Deep in the dungeon, he finds his opportunity — but no one has ever heard of an Artificer class before.
Fortunately, Lindle loves to craft, and a spark is about to reignite a destiny long buried under the snows of his frozen world.
4.65· 288
Class SystemCraftingDungeon CrawlingGenius MCLitRPGSecondary World+1
To take a dragon's hoard is to challenge death. The greatest of the sea-drakes wakes on his silver throne — but there is no silver. His hoard is stolen. He rises screaming, chases the thief to the ends of the world, and is shot from the sky.
But dragons do not die easy — especially not one with such festering hatred. A dungeon core rises from his corpse.
If he intends to survive so near the cove of the pirates who slew his past self, he'll need to master his new powers quickly. These are dragonslayers; they won't be felled by mere mushrooms or spiders. Beneath the lawless Calarata, the young dungeon core must fight to endure — and one day, return death to the man who killed him.
After a gruesome death, Carina was reborn in Lafeara as Lady Maura, the unwanted half-blood of an impoverished noble family. The previous Lady Maura was publicly executed as part of a conspiracy to conceal the murder of Queen Eleanora. With Maura's memories to guide her, Carina prepares to follow her predecessor's path into the palace as a lady-in-waiting, using every ounce of courage, cunning, and intellect to ensure her survival and fulfill Maura's revenge — all while concealing her true identity and the ice magic that comes with her frozen heart. After all, they still burn witches in Lafeara.
As Carina becomes further entwined in the hidden witch covens, their history and magic unravel dangerous secrets long forgotten. Everyone wants something, and the most treacherous players in this game of mortals and witches are the gods themselves, who have their own sordid plans for Carina's frozen heart.
Liora is a little thief who enjoys collecting shiny things like any self-respecting magpie. But one day she stumbles upon the shiny that changes her life forever — Archmage Renir, trapped inside a beautiful gemstone.
After that, they are pursued by mages, forcing Liora to fight, learn skills, and evolve in order to grow stronger. All so that one day, she could free Renir from his prison.
Born the smallest and weakest of goblins, Risha worked hard to stay alive. A servant to the orc overseers and an evolution away from becoming that which she hated, she never gave up — hunting her own food and overcoming every obstacle in her path.
Thrown into a pit and left to the mercy of orc warbeasts, Risha should have died. Instead she survived, only to disappoint her overseer by refusing to evolve into an orc. When Risha refused evolution, the System took notice. There was more to Risha than met the eye, and when her opportunity came, she seized it.
4.64· 377
Base BuildingGenius MCLitRPGMilitaryNon-human MCOverpowered MC+2
Born under the oppression of noble houses who believe they have the divine right to rule, Kalon dreams of restoring glory to his people. For a thousand years his people have toiled under the galactic nobility — so long that most have forgotten their once great empire.
Starting from the lowest caste in the galaxy, Kalon must break the system of oppression to rise and see his dreams realized. Allegiances will sway as conflicts ignite across the stars. Worlds will burn, empires rise and fall, and republics shatter as gods grown deaf to suffering are challenged by the forsaken.
A sci-fi xianxia blending cultivation and divine blessings, with slow progression and a competent, daring protagonist.
What do you call a mage incapable of casting spells? In this story, we usually call him Terry. When the boy is accepted into Arcana Academy, his talent in mana foundation management awes everyone — making the eventual disappointment all the greater when Terry proves to be an utter failure at spellwork. Diagnosis: major aspect impairment, no cure.
Faced with expulsion, Terry finds unexpected kindness that costs him his academy place but gives him a home with a caring family. Resigned to exploring mana cultivation, he never stops searching for his own path as a mage — day after day, season after season — looking for compatible spellwork. All to finally find the only spell he can cast.
A journey to discover that even a narrow path of magic can lead to the territory of legends.