
eBook by Pirateaba
The Horns of Hammerad are being hunted by magic, and monsters alike.A [Mage] team from Wistram Academy is dogging Pisces, Ceria, Ksmvr, and Yvlon's steps, with revenge in mind. However, adventurers must work and the Horns have been called on as security for an ambitious project: building a road past the Bloodfields towards the rest of southern Izril.There is more to the world than just Liscor, however. Players of Celum are coming to Invrisil with a splash. There are [Knights] from Terandria roaming around Izril after their battle with the Witch of Webs, and they have heard tell of a mysterious slayer of Goblins. Throw in Foliana, Three-Color Stalker hopping about her day, and there are endless opportunities for chaos. But with fun and excitement always comes danger.The Bloodfields spread like a stain upon the land, and few who enter ever survive. The Horns of Hammerad don't plan on entering or getting into more trouble. However, even the monsters on the edges of the Bloodfields are a cut above the rest. Whether or not they triumph or perish to their rivals, to cowardice, or their foes...The Bloodfields await.

Enter the the massive epic fantasy world created by pirateaba that has become a LitRPG sensation, now for the first time in a physical edition! “No killing Goblins.” So reads the sign outside of The Wandering Inn, a small building run by a young woman named Erin Solstice. She serves pasta with sausage, blue fruit juice, and dead acid flies on request. And she comes from another world. Ours. It’s a bad day when Erin finds herself transported to a fantastical world and nearly gets eaten by a Dragon. She doesn’t belong in a place where monster attacks are a fact of life, and where Humans are one species among many. But she must adapt to her new life. Or die. In a dangerous world where magic is real and people can level up and gain classes, Erin Solstice must battle somewhat evil Goblins, deadly Rock Crabs, and hungry [Necromancers]. She is no warrior, no mage. Erin Solstice runs an inn. She’s an [Innkeeper]. Thus starts the first volume of The Wandering Inn, an epic fantasy series filled with heart and fear, magic, dragons, and monsters, adventurers and chess players…and humans pulled from the real world into a wondrous and deadly land where the game is to survive and these new pieces could decide who’s the winner. Note: This is Part 1 of a split edition. The original full book is its own separate edition, so if you read that version, log it here instead: The Wandering Inn

Return to the Innverse in Fae & Fare, Volume 1, the second novel in the massive epic fantasy world that has become a LitRPG sensation, where cities are rebuilt, more chess is played, friendships are formed, intrigues grow, and the Wandering Inn…moves. The monster known as Skinner has been destroyed, but the battle still lingers for Erin as she deals with the loss of so much, including the adventurers—the Horns of Hammerad--both she and Ryoka have befriended. Yet even with so much death, life must go on, including Ryoka and Erin finding out they have one very important thing in common. They’re both from the real world. Even more: they’re not the only ones. But as much as they want to find others like them, they both also need to survive. The first thing they need is money, especially after the Wandering Inn, um…accidentally explodes. So Ryoka takes on bigger runners’ assignments and Erin…makes hamburgers. They also need to level up (at least, in Erin’s case) and get stronger, because winter is here, bringing with it new monsters, annoying snow sprites, and a dark legend reborn. Every day is a new adventure in the Innverse, but no matter what, there’s still time for chess. Note: This is Part 1 of a split edition. The original full book is its own separate edition, so if you read that version, log it here instead: Fae and Fare

“No killing Goblins.” So reads the sign outside of The Wandering Inn, a small building run by a young woman named Erin Solstice. She serves pasta with sausage, blue fruit juice, and dead acid flies on request. And she comes from another world. Ours. It’s a bad day when Erin finds herself transported to a fantastical world and nearly gets eaten by a Dragon. She doesn’t belong in a place where monster attacks are a fact of life, and where Humans are one species among many. But she must adapt to her new life. Or die. In a dangerous world where magic is real and people can level up and gain classes, Erin Solstice must battle somewhat evil Goblins, deadly Rock Crabs, and hungry [Necromancers]. She is no warrior, no mage. Erin Solstice runs an inn. She’s an [Innkeeper].

Home. It is time to go home, but home changes. Erin Solstice is going home, but everyone else seems to be leaving. The Goblin Lord is following Rags and Garen Redfang to the mountain of Goblins where the Great Chieftain, Tremborag waits. Ceria and Pisces are far from home, the home of [Mages] where they once met. Wistram Academy. Under winter's umbrella, the two meet, and explore how they were first friends, and enemies in Wistram Days, as well as what forced the two apart. Ryoka Griffin runs north, and her travels lead her to meet possible allies, or at least...another friend from home. The first winter of innworld comes with strange meetings, reunions, and Christmas cheer...and perhaps too much snow.

Kings awake, and emperors build new lands. Change is coming to the world, from the King of Destruction moving to a certain doctor finding more friends from home. The Wandering Inn has a princess who solves problems rather than creates them, and her name is Lyonette. Yet what happens when the innkeeper returns to manage her inn? Lyonette must learn to be a good employee rather than manage everything herself, and sharing power is never easy... Nor is it ever simple in war, but that is where Geneva Scala remains. In bloodier and increasingly brutal battlefields, The Last Light of Baleros is now growing in fame, but there is no future there. She is desperate, working against hostile forces who see her intervention as dangerous, and still bears the wounds of her previous war to save lives. But she is no longer alone.

Clowns, Goblins, and Erin Solstice. Not all in the same place, mind you. Erin Solstice trusts a lot of people—even some lost Redfangs survivors of Esthelm—but can she handle being friends with Goblins when every hand is turned against them and the tribes are on the rampage? Liscor is in the path of Goblin Lord's inexorable march north, and the fates of Rags, Garen Redfang, and Tremborag's Goblin tribes are all tied to an impending war. Who will survive? Tom the [Clown] is facing Demons in Rhir while Zel Shivertail is facing Wall Lord Ilvriss and an uncertain future. Faced with the knowledge of the Necromancer's return, who can the two Drakes turn to? Contains bonus content, an exclusive account of the 2nd Antinium War by famed [Writer], Krsysl Wordsmith.

Pirateaba returns once again, bringing you the thrilling seventh installment of chart-topping LitRPG series The Wandering Inn.It's raining in Liscor. The spring rains have come and Liscor's entire geography changes with the dawning of the new year. The Floodplains of Liscor live up to their name, and the only way anyone is going to travel is by boat. With the rains come more monsters, dungeon delving, more goblins...not to mention some unwanted attention for the Wandering Inn.Erin Solstice is going further abroad than she's ever as far as the Walled City of Pallass, the City of Invention. With the magic door drawing the attention of world powers and the looming crisis of the Goblin Lord, Erin Solstice's inn is busier than ever.

Something is buried underneath Liscor. And it's hungry. Of course, if there were only one thing under Liscor, there would be far less to fear. However, the dungeon continues to be a threat. At the same time, Goblins continue to roam northern Izril, but not all of them are as hostile to people as Tremborag or the Goblin Lord. Will the Unseen Emperor of Riverfarm make that distinction, however? A reckoning is coming as old faces and new reemerge. And all the while, The Wandering Inn is still serving food and respite and even plays to adventurers and Antinium alike. But something is coming from the dungeons. And it—they—are hungry.

The rains have halted, and all that’s left is mud. Mud--and the tracks of the Goblin Lord’s army. They have finally come to Liscor, pursued by Tyrion Veltras and his forces. In their path lies The Wandering Inn. Erin Solstice will have to find a way to survive the coming conflict, and save her friends. The question is--at what cost? (This novel is the e-book version of the free web serial. You may read the entire ongoing story online free of charge.)

The floodwaters have receded, and the war is over. A ruler has fallen. The Wind Runner lives, missing yet not forgotten. The world is changing, growing larger. After the horrors of war and the loss of spring comes the renewal of summer, a chance for a new beginning. Ryoka Griffin has reappeared in Izril's north. The Quarass is dead, yet the King of Destruction's war continues. In the jungles of Baleros, Geneva and her friends fall under the shadow of the Titan of Baleros. Amidst it all, Erin Solstice grieves for the dead and pulls her family close. Yet there is always a door leading her onwards to a magical future... (This novel is the e-book version of the free web serial. You may read the entire ongoing story online free of charge.)

Adventuring doesn't ever really end, does it? Classes evolve, roles shift, and in the city of Liscor, change is happening. The Horns of Hammerad are growing as adventurers, rising in the eyes of the city and the surrounding lands. They've survived, and they've leveled, but new levels also bring new problems. Izril is still facing turmoil as nobles fight and squabble while Liscor breathes again and heals, trying to find a new way forward. The best cure for dark days? Games! And none know it better than the oldest adventurers, who've lived through countless struggles. Niers Astoragon is the greatest [Strategist] of Baleros, a leader in one of the Four Great Companies, and his students vie for his approval. They'll compete to become the best new generation of talented leaders and commanders. Glory, mischief, and competition await! What they've forgotten is that there are never low stakes with Niers. Compete for fame, compete for fun, but remember, there's no such thing as a bloodless game when you play against the Titan of Baleros.

Witches cometh. The Wind Runner is visiting Riverfarm, and Emperor Laken Godart couldn't be happier. Summer has arrived on Izril, and with it, trouble is brewing. The prosperity of the Unseen Empire has brought both enemies and unlikely allies to the north. A coven has descended upon Riverfarm, seeking a grand bargain with the [Emperor]. However, all of Ryoka and Laken's mettle may soon be tested, for these are no ordinary [Witches]. Where there is weakness, or desperation, opportunity arises. A legend has come crawling from distant Terandria. Beware the [Witches], because they belong to old ways, and even older magic. Beware offending them, because for [Witches]--everything is personal.

Tiqr awakes. The dungeon moves! Wildlife and monsters have been stirred from their homes by intruders, both in the continent of Chandrar and the Empire of Tiqr, lead by Nsiia, the Empress of Beasts, and in Liscor's dungeon, where a certain skeleton continues to help both friend and foes in the only way he knows how. In Liscor, the election will result in a new group of leaders for the city. But is that for the better or worse? The earth shakes with the consequences of unwary actions, both politically and in small ways. However, joy has to be had where you can find it, regardless if you're a skeleton or a Fraerling or [Innkeeper]. Just beware what's following you from behind. Whether it catches up to you now, or later, when the ground moves, nothing will be the same. What survives a Grand Elephant on the warpath, the machinations of undead, or the Titan's moves? Only time will tell.

The Horns of Hammerad are being hunted by magic, and monsters alike. A [Mage] team from Wistram Academy is dogging Pisces, Ceria, Ksmvr, and Yvlon's steps, with revenge in mind. However, adventurers must work and the Horns have been called on as security for an ambitious project: building a road past the Bloodfields towards the rest of southern Izril. There is more to the world than just Liscor, however. Players of Celum are coming to Invrisil with a splash. There are [Knights] from Terandria roaming around Izril after their battle with the Witch of Webs, and they have heard tell of a mysterious slayer of Goblins. Throw in Foliana, Three-Color Stalker hopping about her day, and there are endless opportunities for chaos. But with fun and excitement always comes danger. The Bloodfields spread like a stain upon the land, and few who enter ever survive. The Horns of Hammerad don't plan on entering or getting into more trouble. However, even the monsters on the edges of the Bloodfields are a cut above the rest. Whether or not they triumph or perish to their rivals, to cowardice, or their foes... The Bloodfields await.

The City of Inventions, Pallass, is a fascinating place. Filled with all kinds of oddballs from the Named-rank [Alchemist], Saliss of Lights, to Grimalkin the [Sinew Magus], a drunken Dwarven master [Blacksmith], to Chaldion, to...Wyverns? Erin Solstice is on a break from her inn. Not for long; she's returning with more Skills, but she has changed. She will return with her usual chaos and wonder, but always differently. Now, there are flames and...a garden? There will always be more to find, from the quirks of the City of Inventions, to strange, wondrous places in The Wandering Inn, to the depths of Chandrar's darkest nations. Fascinating places across the world. Pallass, The Wandering Inn, Riverfarm, Reim, and... —Tombhome awaits you.

The world is full of adventures, big and small. From exploring the [Garden of Sanctuary] to the depths of the sea, there are countless fascinating discoveries to be made. Not just in the places people go, but the things they create...or recreate from Earth. Chocolate, lifting weights, and alcohol all flow through The Wandering Inn with unexpected consequences at times. However, there's also war, [Assassins], and scams that ruin or destroy lives. For every monster, there is an adventurer. The Stitch Witch may creep forwards and the King of Destruction continue his rampage across nations, but there will always be a champion who steps forwards.

The world is ablaze with great deeds and incredible people. The King of Duels battle with the King of Destruction is still ringing across the continent of Chandrar, but more adventures are taking place at sea with Niers' students, and on Izril's shores. The Horns have arrived in Invrisil at last, and they will soon find out that Gold-rankers they might be, but that doesn't guarantee instantaneous respect from other high-level teams. However, a certain [Lady] has also begun her final journey...once again, attention and excitement swings back to The Wandering Inn thanks to a certain magic door! It is a time of fire and men with hats and fantastic moments--and dark ones too, sometimes. However, even the meagerest spark can turn into a roaring flame. Book 17 of The Wandering Inn contains raiders, assassins, magical flames, hats, and...football? Or is it soccer?

The greatest [Mage] of Izril has not been seen in eight years. Yet like the King of Destruction, it is time to awaken. However, the Archmage of Izril is not quite asleep, and not quite awake. Is she trapped or is there more going on? No one knows, for not a single person who has gone to see her has ever returned. Yet the Wind Runner of Reizmelt is drawn to adventures and magic like bees to blue fruit juice. With her new friend, Fierre, Ryoka Griffin is about to do a Courier's task, and magic is rising across the world. From Wistram to Rhir, great [Mages] are awakening or on the rise. At the same time, Klbkch and Anand have returned to the Hivelands of the Antinium to see other Hives so unlike Liscor's. Book 18 of The Wandering Inn is filled with magic, strange [Druids], running, and of course, white Gnolls.

Schemes are afoot, both grand and wretched alike. But all plots come to light, even the ones buried deepest... and once again, The Wandering Inn connects to these great events. In Chandrar, the King of Destruction's war with the faltering kingdom of Jecrass has reached a turning point, and a terrible climactic battle awaits. But the knife that cuts through every plot is simply honor. In the north, Ryoka and Fierre are riding the high of their amazing delivery to the Archmage of Izril, but their challenges won't end with one run. They're approaching the realm of Couriers; that means the stakes have never been higher. Monsters below and plots hatched from all sides, from the Circle of Thorns to the dungeon of Liscor, but the greatest story is perhaps one of the Yellow Rivers disease has evolved and is sweeping across Baleros. What stands between it and the world? Just a bit of courage. Just... Couriers.