More by Kyle Johnson
Some people hope for the best. Murf expects the worst... And damn, does he get it.Murf's finally leaving Canis and heading to the goblin lands. Millie has a job there to complete, and he's tagging along, mostly for moral support. After all, she's already got an oath-bound halfling warrior and one of the most talented cartomancers around helping her. Murf's just hoping to play some cards, drink some orc wine, and maybe dally with a few goblin lasses--assuming Millie doesn't knife him for trying.
Too bad the Unity's got other plans. Millie's job turns out to be way more complicated than it should be. An entire orc clan has drawn them into its schemes. Azara's determined to turn Murf into a damn cartomancer. The Hag in Murf's soul keeps drawing more cards his way, most of them with their Holders still attached. And an orc warlord's still pissed off about what Murf did with his daughter and wants to explain that to him in long, painful, excruciating detail.
Murf's cards might be the only thing between everyone and a seriously painful death, but they've got minds of their own, and those minds don't always agree with Murf's. He'll have to actually try to be a Holder to have a chance to survive, even if it's the last thing he wants to do.
Anything less is just asking for trouble!
Frozen by ice. Burned by fire. Hounded by spirits of pain and betrayal from the highest peaks to the deepest depths, with no one to count on but himself. John's life as an Inquisitor just keeps getting harder...A single step took John Gilliam, the Faceless Man and Divine Inquisitor, from a world of sunshine to one of ice and darkness, one where only the strongest and fittest survive. Once more, he must find the imbalance threatening the world and stop it before it unleashes a terrible disaster, but he faces more challenges here than ever before. A genocidal war rages across the land, one that he'll be swept up in whether he likes it or not. The people around him fear and mistrust strangers, leaving him scrambling to learn how the powers of this world work. Powerful spirits seem to be hunting him wherever he goes, and he doesn't know his allies from his true enemies.
He's done some terrible things in his life, but genocide hasn't been one of them. At least, not yet. If he chooses poorly, though, he might not be able to say that again.
Trapped between spirits of fire and ice, which will he choose to embrace, or will he extinguish them all?
All it takes is one bad card to screw the whole game...and Murf just pulled one hell of a bad card!Murf is a professional gambler, a confessed liar and thief. He's a coward who's known to be overly friendly to other men's wives and daughters, and he's fled more than one town just a step ahead of people who want his head on a pole--or something much more painful. Cards are his life and livelihood, but he's never taken one of the Unity's magic cards into his soul to become a Holder because honestly, it seems like a horrible way to live to him.
At least, he hadn't until that choice was taken from him, and the Mother of the damn Deck planted herself inside him.
All Murf wanted was to play some cards, win some money, and maybe enjoy the company of some women with fairly loose morals. Instead, he's got bounty hunters after him, Holders who want to kill him, and some shadowy villain who wants the card that he's got stuck inside him. And all because he drew one bad card...
Murf's Laws is a card-based LitRPG series. It's got mild profanity, a fair bit of violence, non-explicit amorous encounters, and an MC with a dirty mind and matching sense of humor. And, as Millie keeps insisting, "No harems!"
Amarl is a hizeen, a half-spirit, and the first of his kind ever to enter Askula Academy, whether he wants to or not. There, he joins the other novices seeking to become ithtaru, the supernatural defenders of the Umpratan Empire. He'll learn the arts of battle and magic, and the secret to the powerful abilities that make ithtaru an invincible force.
Askula isn't welcoming to any novice, though, much less one of his unique heritage. He faces challenges from without and within his school: jealous classmates, violent older students, murderous monsters, and instructors who will stop at nothing to forge him into the weapon he must one day become.
Amarl's blood runs true, and the power hidden within him is vast and deep. Will it be enough to keep him alive when entire worlds want nothing but to see him dead?
Askula Academy is a LitRPG academy-based fantasy set in another world. It contains profanity, violence, gore, and references to adult situations.
PHASE SHIFT INCOMING!
Your local sector has been selected to undergo a Quantum Phase Shift in order to increase its habitability. Any humans who survive this process will receive more information on these changes. Expected Survival Rate: 1 – 5% Phase Shift begins in 3…2…1...Commence Phase Shift!
Troias Drakos awakens to find that the world he knew is gone, and a new reality has risen to take its place. Most of Earth's life was killed in a single instant, and those that survived have been granted powers and abilities that seem almost magical. Unfortunately, this world is filled with terrors and monsters that are equally powerful...or far more so. Only by uniting and learning to use their new abilities will humanity survive.
Troias has been given a unique set of powers, and if he is to have any chance to survive, he must learn to master these and become a true Spirit Warrior. Will even his great abilities be enough to survive the Quantum Shift?