
eBook by Dakota Krout, Dennis Vanderkerken
After his town is put to the sword and the children are taken, an old man is out for revenge. He is ready to fail at the most difficult challenge in the world: cultivation. Too corrupted to even take the first steps, the sly old elder simply agreed with those who told him it was impossible — then quietly ignored them and started anyway. He had always failed at everything: lost his way from the academy, lost his command to a Mage, lost his town. The only thing that had never failed him was his sharp mind and philosophy. He would cultivate — no matter what it cost him.

After his town is put to the sword and the children are taken, an old man is out for revenge. Too corrupted to even take the first steps of cultivation, the sly old elder simply agreed with those who told him it was impossible — then quietly ignored them and started anyway. He had always failed at everything: lost his way from the academy, lost his command to a Mage, lost his town. The only thing that had never failed him was his sharp mind and philosophy. He would cultivate — no matter what it cost him.

Artorian has decided to live, all in order to save his lost village children. His recent battle has proven that charging ahead will only get him killed. With the help of his captors — who quickly turn into close friends — he takes his first steps onto the path of a true cultivator. This knowledge comes with strings attached. After meeting the ancient enemy of his trainers, Artorian returns to the place he first studied his true passion: the Skyspear Academy. It is under new management, and the alumni have very different ideas about how students should be trained.

Backed into a corner, Artorian must play fast and loose with the laws of the land. To gather what he needs to progress, he will need to sacrifice what he has gained so far. With his new school and friends facing their most deadly challenges yet, he finds an opportunity to keep them safe — at the cost of access to the new home he has built. When he ensures their safety, Artorian will resume pursuit of his grandchildren. But when he finds them, will they want to be saved — or will they have developed a taste for the darker powers they have acquired?

Artorian has survived his encounter at the Ziggurat, but at a sharp cost. The powers in the world are moving and there is no time to rest. In a place of mountains and dales, the old scholar must seek new information to puzzle out the last pieces and claim victory with his own two hands. For his loved ones, his humanity may need to be left behind — yet becoming something else is a small price to pay for an old man on a mission. War and Moonfall loom on the horizon. It matters little. Artorian will build his arsenal.

Artorian must now face new trials in the world created by the Dungeon Core, Cal — a world with only the most bare-bones of systems in place. He is no stranger to solving near-impossible problems, but smoothing out the slew of angry Mages with bitter rivalries, uncountable hidden secrets, a complete inability to cultivate, and a Dungeon creating messes at full speed will test even him. There are some very serious holes in this world, and the old academic is determined to fix them.

Artorian has been given the opportunity to run a realm and sort out all its inherent issues. Not only must he chase around people with world-shattering abilities and force them into hibernation, he gets to break up his days by reliving the worst portions of his life all over again. Nasty creatures he thought were gone forever have begun appearing in dark corners, smiling with too many teeth. Between constant battles, Cal's newfound love for math and pylons, the early stages of a world-spanning game system, and grumpy supervisors who refuse bedtime — the sunny administrator has his tiny hands full.

Artorian gave up his administrator privileges only to be thrust into a new role. The Law he is bound to allows him to slip past Eternium's ironclad rules and break things once thought immutable. For his family's future, he must boldly go where few in Cal like to venture: the game world of Eternia. Eternia is riddled with holes, seemingly held together with glue, tape, and moody pylons. Artorian vows to dig into the construction and find where it went wrong — but why meander through scaffolding when one can parkour through the rafters? It is speedrun time.

Artorian has seen better days — chased by demons, hunted by the Red Inkquisition, stuck as a tiny noodle dragon and formed into a crown for the heads of Nobility. He is forced to rely on his friends instead of fixing the world's issues himself. Luckily for everyone else, the plucky grandfather does not know how to quit. By unearthing the secrets of the deity system, he will find what it takes to forge the true tools of victory. Other deities make mere weapons — Artorian makes Artifacts.

Artorian has finally come to an accord with Eternium in the name of destroying the demon infestation. By relying on past successes in Eternia, successful alliances, races believing in their sun-deity with all their hearts, and exotic new artifacts, he throws the first stone to accelerate the beginning of Eternium's end. The remaining infernal leadership is on his hit list, and ticking them off is a task he is overjoyed to complete. After all — even demons can find redemption in the face of glorious explosion damage.

Artorian wakes on a brand new planet, refreshed and ready to make mischief now that he is back in Cal's soul space. Eternium is old news, and now that Barry is completely forked, the curtains on Eternia's Alpha have closed. Cal, even unconscious, is pushing the boundaries of the double-S ranks. With oaths and promises in peril should he breach that rank before letting people live their lives, Artorian must hustle to lay the groundwork for mass-decanting. He must also learn how to be a Mage again. There is more running to do.

The skies above Olympus rumble as a long pilgrimage reaches its apex. With Cal having found his way home, the ancient dungeon wakes to a world made from the remnants of the old — Caltopia, a glorious planet complete with an uncharted sea. A grandfather welcomes Cal home at the end of a great fight and the dawn of a new era. The time for Oaths has come. Artorian delves up ancient heroes from the Divine Dungeon era to help him do the rounds, ready for a knockout — and to come to Accords.

Artorian welcomes home old friends and, having returned Cal to the seat of his sanctuary, must set aside other whims and assume the mantle of Administrator. Regardless of agreements, some diplomacy must always be spoken with fists. To prepare for the second coming of Eternium, Cal's space must stand firm and without danger. Caltopia is blooming with new growth and fresh chances. Unfortunately, some old weeds have dug their roots deep and require plucking so the population might thrive — and some will never willingly stop waving the flag of what once was.

Cal is sorted, Avalon stands. Artorian wakes in youthful form and could not be happier — exploring Avalon is a treat to the senses, with lectures on Laws and leisurely walks filling his days. All is well until a Heavenly falls from the sky, and he can kiss his simple days goodbye. Escaping to Eternia by shoving a healer into a bag, Artorian must contend with the mess he left behind. Eternium is ready for spring cleaning. But there is a foul, thick scent in the air. The penguins are here. All will despair.

Round one of the Eternia Beta run ends with the Task Manager disabled by the Administrator. Without the Task Manager's nefarious influences, Eternia comes to life as warm hugs and sweet sunshine beat back the Pale. With these issues properly sorted, the Eternia Beta can begin and the Heavenlies can come out to play. Even if Avalon's new additions are someone else's problem, Artorian remains locked in a seemingly never-ending battle against a bug-infested game system. Abilities always work as described. The floor is always real. That cat was always there.

Victory seems within Artorian's grasp as he makes impressive progress on the Eternia Beta Run. Armed with beam weaponry and relentless Dwarven cheers to push the button, a few final challenges loom: the frozen continental storm Fuyu No Arashi, the Matchless Gaston, and the final boss — Pag. Artorian will overcome these obstacles with style: striking a pose as a muscle-Grandpa of epic proportions, donning his finest armor, and playing the villain with gusto. Welcome to the dawn of the Glorious Overkill, and the advent of Dreadshine, The Nightmare Fuel.

Artorian's stroll onto Earth is cut short by a dagger in the back. Dealing with an unjust loss, he is torn between mourning and plotting a deviously calculated revenge. It is time to roll up his sleeves, whip out the master plan, and get down to crafting the narrative. Preparations must be made to return all that is Cultivator to a world neither ready nor adapted for them. The factions of old bristle and rise. Hidden enemies reveal themselves. Odin laughs and brings a final surprise. Grandpa, the Grand Architect, will accomplish his impossible, single-minded goal.

The final moments in Ancient Greece set the stage for a revolution ready to explode. The Old Guild and Asgardian Remnants are itching for a comeback tour, led by Odin's feathered spies Huginn and Muninn, all set to hunt Artorian down — this time for good. They are betting their last coin on vengeance. Artorian, now a mere mortal cut off from the ever-revival of the Seed Cores, is playing on hardcore mode. With no respawns in sight, he gears up for a showdown that is less about divine intervention and more about divine invention. His weapon of choice: the Luminous Gatling — part disco ball, part harbinger of doom.

Modern day. Cars. Computers. Streaming. Artorian navigates the bewildering novelties of contemporary Earth while continuing to struggle at finding a good place to live and becoming a real Cultivator again. The clock on the Heavenlies is running out, and the Chains of Chaos are threatening to completely unravel at great cost to local reality. Meanwhile, daily life proves difficult as most Cultivators prove unable to hold down a normal job.

Artorian finds himself in a heap of trouble, turmoil, and change — with the burning need to Incarnate while the Heavenly of Copyright chases him with a rolled-up newspaper. The journey gets a little mad, a little sad, and a little rocky, but by the end of the run a whole bridge will have been built, and it will be ironclad. Because if there is one thing Artorian can do well — it is to Nyoom, with wisdom, wit, a wink, and love.