Arcane Artificer: A Crafting LitRPG Fantasy
Arcane Artificer 2: A Crafting LitRPG Fantasy
Arcane Artificer 3: A Crafting LitRPG Fantasy
Arcane Artificer 4: A Crafting LitRPG Fantasy
More by Andrew Karevik
Damon White has trained his entire life to become a War Mage, a sworn defender of the crown, a wielder of magic and might, and a beacon of hope for the kingdom.
On the morning of his twenty-first birthday, his moment finally arrives. But before he can be initiated, a nightmare descends.
A lone figure stumbles into the royal courtyard, unnatural, silent, broken. Moments later, the screams echo through the hallways. One bite is all it takes. Flesh becomes hunger. Life becomes death. The infection spreads like wildfire, turning nobles and soldiers alike into ravenous beasts.
As the undead overrun the castle, the king is reported missing, the queen retreats into hiding, and enemy forces lay siege from beyond the walls. In the heart of the carnage, Damon receives the Arcus Flow from his dying master with one final “You must save your kingdom from the dead, no matter what.”
Now a Level 1 Battle Mage, Damon must rise to the occasion. With the kingdom in shambles, enemies at the gates, and the dead stalking every shadow, he must awaken the true power locked within himself; he must level up, develop his skills and rally the last survivors to stand against the coming darkness. The fate of the realm rests in his hands.
Battlemage Apocalypse is a high-stakes LitRPG fantasy filled with magic, courage, and the strength of the human spirit. With a powerful leveling system and large-scale battles, this is the story of one young mage’s journey from apprentice to hero in a world where the dead rule and hope flickers like a dying flame.
But even in the darkest night… a spark can light a war.
Dren’s Adventures Come to an End
(Final Book in the Series)
A year has passed since Dren emerged from the Westend Dungeon, scarred, tempered, and forever changed. Once, adventuring was his thrill. Now, it’s a memory he can barely stomach. So many people died on that last wretched expedition…
But from the ashes of that nightmare, a new dream was a school dedicated to the art of invention. A place where artifice could be studied, shared, and used to shape a better world.
There’s only one founding such a school is forbidden without sanction from the Regents of Heirloom Island, the most powerful wizards in all of Omel. When Dren finally receives their reply, it isn’t permission…it’s an invitation.
On Heirloom Island, Dren faces a new kind of test, one not of monsters and dungeons, but of purpose. The Regents demand proof that artifice deserves a place among the great magical disciplines. With the Heirloom System granting him access to a new, experimental faculty program, Dren must demonstrate the true worth of invention through utility, impact, and teachability.
But while Dren wrestles with his legacy, war comes knocking once more. His home is under siege by a foreign nation wielding powerful machines that nothing seems able to touch. To save everything he’s built, Dren must forge his greatest creation yet, one that could either redeem artifice forever…or destroy everything he’s fought for.
One way or another, this is the end of the road for Dren. Join us to learn how it all goes!
Aaron Maddox was a corporate shark, ruthless and utterly devoid of remorse. Profit was his god, and people were just tools to be used to advance his plans. That philosophy worked wonders… right up until his actions caught up with him and flipped his entire world upside down. Literally.
Now he’s stuck in a brutal, game-like world where Reputation is everything, and his starts at Hated, the absolute rock bottom. His new Class? Shadow Merchant. Sounds mysterious, right? Wrong; it just means everyone despises him on sight, and he can’t catch a break to save his life.
Every deal he makes grants him XP, but what do you do when no one will even talk to you? With no coins, no allies, and a stat sheet full of disadvantages, Aaron has to claw his way up from the dirt. And he’ll do whatever it takes to survive, even if it means taking up Fishing or diving headfirst into deadly dungeons just to scavenge something worth selling.
If he plays it smart, he might level up enough to open his own Shop, maybe even turn a profit. And if he gets really good at this whole “being a better person” thing? He could build a Reputation that isn’t completely toxic and, one can but dream, get to manage a village of his own down the line.
His path won’t be paved with gold however. It’ll be carved through monsters, betrayal, and choices that hurt like hell. But for the first time in both his lives, Aaron might be earning something real.
I guess trying to catch the bus with your laces undone isn’t such a smart decision after all…
One fatal collision later and I’m facing my judgment. As it turns out, I’ve been a lazy sob and my short, uneventful life of playing games and getting up late wasn’t worth much. And so I don’t qualify to move on to the afterlife.
I try to argue to the goddess in front of me that I do have skills, that it was hard work playing those simulation and management games. But she will not concede.
In the end, I manage to get the benefit of the doubt and a wager is made. To test my claims, I’ll be sent to a desolate, Level 1 village with the mission to make it thrive. If I fail or die, the goddess will bring me back to my old life, back to the drudge of working at the grocery store.
But that’s not going to happen. I will prove that all these countless hours spent in front of my computer were not in—
Ack, my head! Where the hell have I landed? Looks like a dilapidated farm, with a few huts scattered about. Qualifies as a desolate village alright. I can’t believe it. This is it! I’m actually doing this! But where do I even begin… Yes, first, find the Mayor… but then what, convince her to hand over the keys so I can work my magic? Could it be that simple?
Oh, there she is. Uh, hello? Hmm, why isn’t she waking up? Maybe I should go look for some quest to do in the meantime. Uh, are these goblins I see there on the road?
“You are under attack!”
Dang.
When Charles Morris is forced into retirement, the old multinational company CEO has to accept that it is all over. The days of running his financial empire have finally come to an end. All because of a stupid heart attack. Now what is there for him to do but to curl up in a corner and die?
While Charles is attending a fundraiser, however, something happens and he’s transported into a strange medieval world where magic is real and legendary heroes coexist with mythical monsters.
As it turns out, he’s been snatched by a goddess who was in need of a Champion to grow her village. But the goddess made a mistake. He wasn’t the one she was targeting with her spell. Long story short, she departs without even a word of excuse, leaving Charles stuck with no means of going back home. Not one to feel sorry for himself, Charles embraces this new opportunity, especially since the goddess’ magic returned him to his prime during the transfer.
On his way, Charles meets the inhabitants of Tine, a modest village that’s been awaiting a sign from the gods for centuries. And after discussing the situation with the Mayor, he decides to help them out by assuming the role of their Champion.
Relying on a lifetime of business expertise and the Topsight—an ability that allows him to see and manage the entire village from above—he will have to start back from the bottom and find how to bring this measly Level 1 village to prosperity. One thing is for certain, it will be a long road.
As Charles starts looking for any opportunity to generate gold, the problems begin to pile up. Soon, Charles not only has to deal with bandits and other rulers looking to make a profit out of him, he also has to face internal crises that threaten to escalate into a full-blown uprising.
Because, as he’ll quickly learn, the Mayor had somehow "forgotten" to tell the villagers of their deal, and now they’re mad at him for usurping the position of Champion without the approval of the gods. And so, they give him an ultimatum: he has one month to prove himself and improve Tine, otherwise it’s the hangman’s noose.
Follow Charles as he takes on the challenge of a lifetime. Follow him as he builds roads and shops, hires heroes, develops alliances with neighboring villages…but also fights terrible foes while struggling to maintain the Happiness and Satisfaction levels of his village in the positives.
I’m not alone anymore.
Since that day I injured a Kinru and absorbed the Bloodpoints that turned me into a Venator, I had been doing every darn thing on my own. From tracking monsters to setting traps or even having to figure this whole craziness out, I could count on no one but myself.
Luckily, things have changed. With the creation of the first Lodge in centuries, I now have recruits to follow in my footsteps, recruits who will—once blessed by the power of Bloodpoints—each have their own special class and abilities, depending on their personality and natural talents. Yes, I finally have people to watch my back.
Still, that doesn’t mean that I can slack off in the least, oh no! The Zinoss Jungle is still far from a safe place. There are myriad other monsters roaming the surface…and Mulrand, the worst of them all, the terrifying Titan who’s reigning over this particular region.
If we want to have a chance to defeat him and bring the villagers to the surface, we need to grow our ranks and power. Thankfully, as I push further into the jungle than I’ve ever been before, I stumble upon a few new villages that might give us that edge that we lacked: new technology, miners, metal, engineers, as well as a few more recruits…
But if I’m not alone in this anymore, I might not feel entirely like myself these days. The more I hunt down those monsters, the more I can feel the malicious effects of the Hunter’s Stare, that condition known to drive a Venator slowly insane until he turns into a Dread Beast. I will need to find answers to that sentence, especially now that I have other fellow hunters who could fall victim to it.