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.
Two months have passed since Dren returned victorious from his stint in Drift City. When he came back, he decided that he would do two things. First, he would marry the love of his life, Salla. Second, he would make good on his promise to Princess Alara Dagon to see the dungeon core located within the West End Mine destroyed.
For that purpose, Dren parties up with a group of seasoned a psion, a warrior, a rogue and a monk. With so much firepower in between these five, they should make short work of the dungeon, right? Right?
But what starts as a routine delve quickly turns into a nightmare. The dungeon seals shut, trapping the team inside a twisted gauntlet of evolving monsters and deadly waves of enemies.
While battling for survival, Dren uncovers a long-lost workshop belonging to a Master Artificer, housing a weapon of immense potential. If he can get it to work, it might just be their ticket out… or their last hope in a fight they were never meant to win.
New levels, new loot, and a dungeon that adapts faster than they can clear it. The stakes are higher than ever. Will Dren and his allies slay the core… or will they become just another set of bones in the West End Mine?
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.
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.
Everything was finally coming together. Dren had just signed the deal of a lifetime with Arthur Twisp, the legendary creator and namesake of Arthursberg. Together, they were set to unveil the Undersuit, a revolutionary piece of tech that would change the world of mining forever. The future looked bright… until it was painted in blood.
During the celebration meant to seal their partnership with their mining rivals, Arthur is assassinated. The crowd panics. The guards move in. And Dren? He’s thrown in a cell as the prime suspect.
Clearing his name is only the beginning. The real killer is still out there and Dren won’t rest until they’re brought to justice. But the deeper he digs, the more he realizes there's a bigger game at play and his current level isn’t nearly high enough to handle what’s coming.
To uncover the truth, he’ll have to dive into the chaotic heart of Drift City, brave treacherous dungeons, battle vicious monsters, and tangle with a fanatical cult that worships a fire god with a thirst for destruction.
Good thing Dren’s armed to the teeth—with ingenuity. With cutting-edge inventions, freshly unlocked schematics, and a growing arsenal of custom-crafted tech, he’s ready to blast his way through anything that stands between him and the truth.
Arcane Book Three brings more action, more crafting, and more chaos than ever before. The stakes are high, the enemies are deadly, and the XP is just waiting to be claimed.
Dren has come a long way from the broken man stacking boxes in Arthursberg. Now a Level 4 Artificer and the proud owner of Dren & Associates, he’s ready to expand his ambitions—and his inventions. But progress doesn’t come without risk, and neither does adventure.
Tasked by the Green King himself to scout the mysterious Tallik Treetops, Dren sets off in his latest the Walking Bug. But what started as a simple quest quickly turns into a grand mission that will push him to his limits, forcing him to delve into new dangerous dungeons where peril lurks at every corner.
Along the way, Dren will face ferocious werewolves, a cunning necromancer with dark intentions, and a host of monstrous threats. But Dren is no ordinary adventurer—he’s an Artificer, and his ingenuity knows no bounds.
With every level gained, he’ll unlock new schematics, crafting ingenious weapons and tools to turn the tide of battle. And he won’t face these dangers alone. Allies, old and new, will rally to his side, each bringing their own strengths to the fight. Together, they’ll take on challenges that would crush lesser adventurers and uncover secrets that could shape the future of Arthursberg.
Will Dren’s creations and courage be enough to survive the trials ahead? Or will the dungeons, beasts, and darkness finally claim him?
Dive into Arcane Book Two and join Dren on his thrilling journey of invention, adventure, and triumph!
In the quiet crafting village of Arthursberg, Dren’s life was little more than a routine of pain and drudgery. A mangled leg, a crippled arm, and a shattered future left him stuck at the post office, stacking boxes while his friends chased dreams he could only imagine.
But everything changes the day an explosion shakes the nearby forest. When everyone else turns a blind eye, Dren hobbles toward danger, determined to help. What he finds is an Artificer’s workshop—and a gift that will rewrite his destiny.
Granted the
Artificer Class
at Level 1, Dren is thrust into a world of possibilities where creativity meets combat. First, he must rebuild himself, constructing mechanical limbs to replace his broken body. But these upgrades don’t come easy. Resources are scarce, and the only way to get them is by diving into dungeons, facing lethal monsters, and risking it all.
As Dren levels up, he gains more than just XP. New schematics unlock, granting him the power to create ingenious machines and powerful constructs. But with every invention, he attracts attention, some good, some deadly. Allies will rally to his side, but enemies will stop at nothing to crush his rise.
From outcast to innovator, from invalid to adventurer, Dren’s journey will test his courage, ingenuity, and determination. Can he rise to the top and become the hero Arthursberg never saw coming?