Captain Henry Donnager expected a quiet career babysitting a dusty relic in Area 51. But when a test unlocks a portal to a world of knights and magic, he’s thrust into command of Alpha Team, an elite unit tasked with exploration.
They join the local Adventurers Guild, seeking to unravel the secrets of this fantastical realm and the ancient gateway’s creators. As their quests reveal the potent forces of magic, they inadvertently entangle in the volatile politics between local rivalling factions.
With American technology and ancient secrets in the balance, Henry’s team navigates alliances and hostilities, enlisting local legends and air support in their quest. In a land where dragons loom, they discover that modern warfare’s might—Hellfire missiles included—holds its own brand of magic.
After years of fighting a terrible disease, Amelia finds herself transported into a mysterious world, right into the quarters of a demon captain! Free from her years of suffering, Amelia decides to face this new reality with optimism and cheerfulness!
Strangely, she seems to have a new body, retaining all the abilities of her game character she spent years levelling in the hospital! However, wasn't that character a demonic combat mage? Who's this pretty blond woman she's become!?
Well, never mind! Better not let the demons know of her titanic combat capabilities, instead maybe her modest healing abilities could be provided as a service? Hang on, I'm not a spy, or an assassin!
"Those who try to change Form without likewise shifting Function are doomed to a lifetime of agony and mediocrity--or they make the best assassins." -Auld Wynfor Ganlin
An orphan with unique powers not seen in a thousand years, trapped in a world only she can see, her life a waking nightmare. A boy long ago lost to his family, forced to masquerade as the enemy by one of his own, his continued facade his people's only hope of salvation. An immortal trapped in the flesh of a man, a prisoner for something he has not yet done, fleeing something he thought he had killed. A girl abandoned in the mountains, without memories or a note, her people the stuff of legends, but whose villages have never been found. Meet these and many more incredible characters as they engage in a complex struggle for survival in a realm about to plunge in a downward spiral of politics, death, and treachery.
When a fantasy kingdom needs heroes, they skip the high schoolers and summon hardened Delta Force operators.
Lieutenant Cole Mercer and his team are no strangers to sacrifice. After all, what are four men compared to millions of lives saved from a nuclear disaster? But as they make their last stand against insurgents, they’re unexpectedly pulled into another world—one on the brink of a demonic incursion.
Thrust into Tenria's realm of magic and steam engines, Cole discovers a power beyond anything he'd imagined: magic—a way to finally win without sacrifice, a power fantasy made real by ancient mana and perfected by modern science.
But his new world might not be so different from the old one, and the stakes remain the same: there are people who depend on him more than ever; people he might not be able to save. Cole and his team are but men, facing unimaginable odds. Even so, they may yet prove history's truth: that, at their core, the greatest heroes are always just human.
Most of the professional isekai-ers known as Forerunners arrive on worlds in the midst of crisis. Be they invading armies, impending calamities, or unstoppable monsters, the Forerunner Program prepares and sends out teams of five to intervene in apocalypses across the cosmos, then to rally the full force of their saved worlds to create a portal home.
The Forerunners do not prepare to land in endless uninhabited wilderness with no gear and with broken Systems. But if Oliver, Alyssa, Henrietta, Clark, and Jacob ever want to get home, those are exactly the conditions they'll have to tend with. And when faced with a problem that requires the manpower of an entire civilization and only five people to work it, only one option presents itself:
The Factory Must Grow.
[Additional tags: base/factory-building]
A huge thanks to Selkie Myth and the folks at Kart Studios for the cover art.
"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? Can we complain when they turn reality into a game? Can we get a refund on life itself? The gods claim they answered our prayers. That they built this world with us in mind. That they brought us here for our own sake. Maybe they did. Personally I think they have their own reasons. We're not the players in this game, we're the pieces on the board.
Still... What if it's fun?"
Axiom of Infinity follows the story of several travelers from Earth as they attempt to make new lives for themselves in a world with monsters and dungeons, where RPG mechanics are as innate as the laws of physics, and where the gods themselves seem to be playing a very different game–one with unknown stakes and strange alliances. Blessed by two gods and cursed by another, one man finds himself at the center of their machinations, a pawn destined to become a queen.
This is a LitRPG Novel built on a hard system with a lot of depth and customization, but which tries not to beat you over the head with numbers constantly. In this world finding and reporting bugs and exploits is both encouraged and rewarded, and the gods have found the most qualified testers in the multiverse: Us. Now the unsuspecting natives of Astra are going to have to learn to live with a bunch of min-maxing, power-gaming, spreadsheet slinging nerds and gamers of all shapes and sizes as we do what we do best... break things.
Note: See author's note in the prologue for content warnings, publication schedule, and a more in-depth description of the story's content and direction. Book 1 is currently complete and will be stubbed when the story is published on Amazon. We're on hiatus until book 2 is ready to begin being published. Updates will be posted here, Discord, and Patreon.
A wise man once said all roads lead to Rome. He didn’t know how right he was.
Ripped away from the battlefield, Tiberius and his six thousand Roman Legionnaires unexpectedly find themselves stranded in a foreign land of magic and witchcraft. With no way home, their path forward is obvious: conquer everything in sight.
Much to the chagrin of Marcus—the poor, unsuspecting bard who summoned them.
But taking over the world is not so easy. In order to stake their claim, the Legion will need to learn how to navigate the strange magics and abilities this new world has granted them. Abilities which, upon closer inspection, may prove the seed for a legend in the making…
The dawn of a new empire looms on the horizon. Rome will rise anew as they seize cities, battle armies, and expand their territory across this strange and fantastical world. All the while, Marcus will need to figure out how to mitigate the force of nature he's unleashed upon his woefully unprepared world. That, or simply enjoy the front row seat to an epic in the making. Someone will need to tell the story, and who better aside from him?
The die has been cast. The aqueducts are being built. And Rome will once more see glory.
The gods don't play dice with the universe; they play Board & Conquest.
Wepwawet, young god of wolves and scouts, is given a task to prove himself worthy of becoming a major god: form a new pantheon with other junior deities, manage a young civilization on a newborn world, and train mortal Champions to resist an inevitable Titan Incursion.
Being saddled with an ice-covered barbarian village besieged from all sides isn’t ideal, but it's now his duty to transform this ragtag bunch of misfits into the most formidable force the world of Elphion has ever seen. It doesn’t matter how many of his fellow gods want his head on a spike, how many Miracles cards he has to collect, or how many uppity dragons and minions with attitude he has to manage; Wepwawet has never backed from a challenge and he isn’t starting now.
He was already a god; now, he’ll have to become the god.
Updates twice a week (2500/3000 words chapters) on Tuesday and Saturday. Contains deckbuilding LitRPG elements and a tactical-oriented System, a god who knows what he's doing (sometimes), base-building, and a colorful cast of mortal champions.
Laiton had loved Pokemon, but that was a TV show meant for children. Simple and easy, filled with obvious problems meant to teach moral lessons. Now he's found himself in a very different world. A place with culture, economics, and politics—inhabited by people that have their own passions, goals, and prejudices.
What's a reincarnated man to do when he finds himself here—a vaguely familiar land filled with adventure and endless possibility, but not all of those possibilities are good.
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