The Earth is changing. The alien invasion brought social upheaval, advanced technology, and an armada of peacekeeping robots. But Alan, a college student pursuing a now-useless degree, cares little about all of this. He has only one thing on his mind: the Game.
A fully immersive virtual reality, the Game appears to be a major part of the invading civilization. Alan can’t wait to play, recklessly diving into the digital universe. Soon though, Alan realizes the Game is anything but simple, and the stakes are higher than he ever imagined.
At the District One Invitational, a rookie eSports team defied all odds and reached the finals. Their underdog story and humble beginnings elevated them to worldwide acclaim. Media corporations dubbed them, The Paragons. With their main competition eliminated from the tournament during the semifinals, the rookie team sailed through the live finals and won by a landslide. Their prize was to become the first ever players in the most exclusive VR game yet, Abidden.
The Paragons never celebrated that semi-final victory. They lost a friend in that match, who never appeared online again. Ten years later, the gaming landscape has changed and Abidden with it. Helena is the last remaining Paragon. Her team now consists of celebrities, influencers and musicians. Abidden has been reduced to a shadow of its former glory, but is the most streamed and viewed game in the world, despite having only a handful of players.
None of this matters to James Sylvester. Finally out of hospital, things aren't good for James. He's found himself crippled with medical debt, his gaming licence has been revoked and he's permanently lost his place in society. He now spends his days competing in illegal slum arcades to manage the repayments. When a high-profile job comes along, James gets temporary backdoor access to his blacklisted gaming account. After reactivating it for the first time in ten years, James receives an invitation that could change his life forever.
Disclaimer: This story is in no way or form associated with the works of George R. R. Martin and has no link to the popularised series, Wild Cards. This is a LitRPG story of my own creation that shares that name.
A new pandemic - the perma effect - has taken over Earth of the near future. Whenever you play your favorite online game, beware: your mind might merge with the virtual world and dump its comatose host. Woe be to those stuck forever in Tetris! And still they're the lucky ones compared to those burning alive eternally within the scorched hulls of tank simulators.
But some unfortunates - the handicapped and the terminally ill, shell-shocked army vets, wronged crime victims and other society misfits - choose to flee real life willingly, escaping to the limitless world of online sword and sorcery MMORPGs.
Once a seasoned gamer and now a terminal cancer patient, Max grasps at this final chance to preserve his life and identity. So he goes for it - goes for the promise of immortality shared with a few trusty friends and the woman he loves. Together they roam the roads of AlterWorld and sample its agony and ecstasy born of absolute freedom.
Trapped in his own body by a debilitating medical condition, Thorn seeks reprieve from his giant-sized problems through full immersion into the game world of Nova Terra.
Adventure alongside Thorn as he discovers allies, enemies, ancient evil, and a forgotten god that sets him on a crash course with one of the most powerful guilds in the game. In order to adjust to a life of quests, skill mastery, and magic, Thorn will have to forget everything he knows and embrace this new world as he learns to deal with a new body, new friends, and a new world that is much more than it seems.
Explore the world of Nova Terra in the Titan Series, a GameLit/LitRPG series of epic adventure. If you like immersive storytelling, rich fantasy, and epic adventures with a slice of friendship thrown in, you’ll love Seth Ring’s page-turning series.Pick up your copy of Nova Titan today and escape to the grand world of epic adventure.
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“When you find a book that you wish you found after the series was complete so you could read the whole thing from start to finish. That is this book.”⭐⭐⭐⭐⭐
Once a seasoned gamer, Max has cheated fate swapping his dying body for an immortal avatar in the world of sword and sorcery MMORPGs. He joins the ranks of a new race of people: perma players, forever stuck in the virtual castles and cities of AlterWorld. Now they have to obey the ever-changing rules of their new home while learning to live together in peace, love and justice.
But freedom and immortality are a poisoned chalice. Some of Max's new friends crave power, others become traitors and spies. Soon the first screams of pain fill the virtual world as its freshly-minted slavedrivers and torturers indulge in the absence of law and order. Their crimes provide a constant flow of gold back to their real-world controllers: the power-happy governments plotting to take over AlterWorld's magic technologies and limitless resources.
What would you do? Would you step aside and watch the magical world turn into the Earth's dark twin? Or are you strong enough to step in the virtual sharks' way?
Second book in New York Times -bestselling author Tad Williams's cyberpunk fantasy series • “Tad Williams is the brightest and best of the fantasists.” ―Neil Gaiman, author of American Gods
Otherland. In many ways it is humankind's most stunning a private, multidimensional universe built over two generations by the greatest minds of the twenty-first century. But this most exclusive of places is also one of the world's best kept secrets, created and controlled by an organization made up of the world's most powerful and ruthless individuals, a private cartel known—to those who know of their existence at all—as The Grail Brotherhood.
Though their purpose in creating Otherland is still a mystery, it may not remain so for long. For they have exacted a terrible price from humanity in the process, and even their highly organized global conspiracy cannot hide the nature of their crimes forever. And now a small band of adventurers has penetrated the veil of secrecy that prevents the uninitiated from entering Otherland. But having broken into the amazing worlds within worlds that make up this universe, they are trapped, unable to escape back to their own flesh-and-blood bodies in the real world.
And as dangers and circumstances split their party into small, widely scattered groups, their only hope of reuniting lies in returning again and again to the River that flows—in one form or another—through all the worlds. But the odds seem to be completely against them as they—and the one outsider with whom they might join forces—become hopelessly lost in realms where an Ice Age tribe's fears can only be quenched in blood...where insects are as large and deadly as dinosaurs...where they are caught in the war between a man made of straw and one made of tin...where cartoon ads take on a life of their own...where humans strive to survive in the aftermath of an alien invasion...and where one among their party is actually The Grail Brotherhood's most terrifying weapon—a sociopathic killer who has never failed and whose current mission is to make certain that not even one member of this little invasion force lives long enough to reveal the truth about Otherland to the people of Earth...
Merkwürdige Dinge geschehen in der Zweiten Welt, einem multinationalen Online-Rollenspiel gigantischer Ausmaße. Auf einmal sind Neutralitätsabkommen und sogar Freundschaften vergessen. Ehemalige Verbündete schleichen wie Wölfe umeinander herum, und bald klirren ihre Schwerter aufeinander, schwirren Pfeile durch die Luft, und magischer Donner grollt über dem Land. Eine weltvergessene, völlig wertlose Mine wird zum Schauplatz erbitterter Kämpfe. Ihre niedergebrannten Ruinen wechseln mehrmals täglich den Besitzer. Jede Straße der Provinz wird kontrolliert. Niemand darf die Städte betreten oder verlassen, ohne seine Identität überprüfen zu lassen. Die Schwachen leiden unter der anhaltenden Gewalt durch Invasoren aus dem Osten, und die Starken...Die Starken setzen alles daran, den Schuldigen zu finden: den seltsamsten Noob, den die virtuelle Welt je gesehen hat.
Zander und seine Freunde stellen sich furchtlos der Gefahr, denn ein sicherer Respawn-Punkt verheißt Hoffnung. Nichts und niemand kann ihnen schaden oder sie vernichten. Schließlich ist alles nur ein Spiel – oder?
Ein Spiel, bei dem sich die Protagonisten in einem uralten Hyperraumnetz bewegen und auf die unterschiedlichsten außerirdischen Zivilisationen treffen. Ein Spiel, wie es realistischer nicht sein könnte. Die Erde ist menschenleer. Das Schicksal der Menschheit ist unbekannt.
Unsere Helden sitzen im Darg-Sternensystem fest. Jetzt geht es ums Überleben. Sie müssen den Phantom-Server finden, das Zentrum des interstellaren Netzes, das die uralte Zivilisation der Gründer geschaffen hat. Wenn sie leben wollen, müssen sie das Geheimnis entschlüsseln – oder dabei sterben.
The Diamond Age: Or, a Young Lady's Illustrated Primer is a postcyberpunk novel by Neal Stephenson. It is to some extent a science fiction coming-of-age story, focused on a young girl named Nell, and set in a future world in which nanotechnology affects all aspects of life. The novel deals with themes of education, social class, ethnicity, and the nature of artificial intelligence.
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