More by Dakota Krout
Humanity on the run. Desperate base building. Dark deeds done during daylight.
Joe has started to draw attention to himself and his abilities. While some of the attention is good and allows for personal growth, most of it is from various organizations that feel threatened by the sudden upswing of power that Joe’s guild—The Wanderers—are attaining.
As the threat to earth begins to reach its peak, all of humanity has a choice: flee to Eternium, or stay for an uncertain future. Some stay, some go, some don’t make the choice quickly enough. In Ardania, the human Kingdom is seeing an unprecedented influx of people. Supply and demand is an issue no matter where you go, as a civilization of a few million can’t prepare to accept an eighth of earth’s inhabitants at once.
Joe sets out to solve problems where he can, but he can’t be there for everyone… especially when a group of smiling enforcers are working to bring him down.
An oath of secrecy. Power beyond compare. Too bad it’s all snarled in her hair.Rebecca Punzel grew up as an orphan in the slums, only daring to dream small by providing for her found family. In a kingdom where might makes right, and combat skills rule, her first class is practically a curse: golden locks of hair which require no care. Though she’s in a hairy situation, she works tirelessly to build a modest life for the other orphans.
At fourteen, every valuable in reach seems to get tangled into her curls. Practically overnight, she’s blacklisted from working at any reputable business. Losing her internal battle of morality just so she can survive, Rebecca turns to the thieves guild and quickly makes a name for herself as Goldie Locks. But when a job goes wrong and a ruthless alchemist marks her as an endless source of magical material, she has only one run.
When even that fails, she stakes everything on climbing the Brute Queen’s battle tower. The grand prize of the trial of power is protection and status—marriage to the Crown Prince. Her attempt is practically a without combat skills they’d never accept the royal and the orphan as a pair. Luckily, winning isn't the goal, escaping is. After all…
There's no greater crime than possessing treasure without the strength to hold onto it.
Time is money. Time is a Weapon. Time is running out.
Grant Leap is an orphaned, mortal farmhand in a world where cultivation methods and Weapons of Power are jealously guarded and only passed down among family. He’s not content with his lot; as a Januarian, someone living in District January, he should be living the good life just like everyone else. Food, parties, food, entertainment, and food are the minimum requirement. As an orphan, specifically a reviled Leap, there’s not even a chance of being treated as a human.
When a celestial event pours time magic into his field, coalescing into a lost Weapon of Power, Grant leaps at the opportunity to advance beyond even the scope of standard cultivation. At the first touch of the weapon, the orphan gains everything he’s ever wanted: a Sword and a Name. Also, a pesky mandatory quest with his life as the price of failure. It doesn’t take him long to realize that the best thing for him to do is to sell it and live on borrowed Time.
Yet, that would never happen. The blade offers him the first major choice he’s ever had to make: surrender to his desires… or live like a King.
Invasions and sabotage. Two civilizations doing anything to exist. War crimes are the norm.
Joe takes his first step into exile, and is promptly unable to breathe. This new Zone has a higher concentration of power, magnitudes denser. His first task is to survive, but mere survival is the least of his concerns.
The Zone he has landed on has been in a state of constant war for thousands of years, a tug of war between the Elven and Dwarven societies. Not choosing a side is the same as declaring both to be your personal enemy. Though he is resistant, Joe reluctantly decides to go with the group he thinks will help him grow the most—and is instantly plunged into their bitter war. To gain the freedom he desires, Joe needs to turn to the less savory aspects of his class.
Engulfed by darkness, Joe can only hope he’ll be able to snuff out the light.
Trapped between worlds. Potentia might be the way out. Time to kill Something.
Luke is an apprentice leather worker, training with his family to one day take over the business. He and his friends Andre, Taylor, and Zed have known each other forever, and swear that nothing will ever tear apart their friendship.
Then the Royal Decree comes. With the Dynasty of Dogs invading, and strange monsters appearing in the Hollow Kingdom, a draft has been implemented. Everyone seventeen or older is required to be tested for ‘Potential’. If they have it, they will join the mysterious and renowned Ascender Corps. If not, they will be drafted into the Legion as a forced recruit.
Three of the friends test as powerful, or dangerous, classes of Ascender. Luke is found to have Potential, barely, but when he steps through the portal to begin his training… he is pulled to a plane that shouldn't exist. With no class trainer, the possibility of survival is low. Luke decides that he wants to live, and keeping his humanity isn't going to help.
His best chance is going Full Murderhobo.
The second installment of Dakota Krout's best-selling Completionist Chronicles series!
After the encounter at the Mage's College, Joe's name has become well-known in Eternia. While the majority of his guild is ecstatic over the bonuses that he brings them, not everyone is pleased with his rising influence. In fact, someone has been spreading rumors that Joe is unbalanced, sacrificing comrades for personal power.
As a result, Joe is forced to recruit a team of misfits and discovers that their unique abilities complement his own. With their assistance, Joe moves forward with his plans to specialize into a more powerful version of his Ritualist class. But when the dust settles, he will be forced to ask himself a simple question: was it his actions that lit the fires of war?
A game that puts all others to shame. Magic that has been banned from the world. A man willing to learn no matter the cost.
The decision to start a new life is never an easy one, but for Joe the transition was far from figurative. Becoming a permanent addition to a game world, it doesn't take long to learn that people with his abilities are actively hunted. In fact, if the wrong people gained knowledge of what he was capable of, assassins would appear in droves.
In his pursuit of power, Joe fights alongside his team, completes quests, and delves into the mysteries of his class, which he quickly discovers can only be practiced in secret. Ultimately, his goal is to complete every mission, master every ability, and learn all of the world's secrets.
All he has to do is survive long enough to make that happen.