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Raising Allies (New Game Minus Book 2)

Bloodwraith was a villain who hated adventurers until he found himself transferred into the body of one. Trapped without his magic, he discovered that alien beings were using his reality as a game... and he had just become a player. Teaming up with a glitched NPC and other adventurers, he has no choice but to learn the truth about himself and his world.

Finally free of obligations, Bloodwraith can recover his necromancy and strike back against the beings controlling his world. Little does he know that one of them is now hunting for him: his old adventurer nemesis is still alive in his old body. Not only does the adventurer plan to get his body back, he's not going to play fair to get it.

Journeying to a new city, with new rivals and potential allies, Bloodwraith will be challenged in many ways. But in the end, he will be facing his past life, and this time he will need to decide what it is he really wants.


Hero Time: a LitRPG novel (Metagamer Chronicles Book 3)

The difference between a hero and a tyrant is charisma.

Fresh off their defeat of the lich’s army, Gary and his friends find themselves preparing for an even larger threat. While unlocking elder magic gave them the juice they needed to turn aside one foe, it unstoppered the bottle holding back an ancient evil. Gary knows what’s coming because he wrote it.

Now, with political responsibilities crushing him from one side and a demonic army looming on the other, Gary must balance the necessity of victory with the means to achieve it.

After all, what good is saving a kingdom only to become the villain?

House Rules: a LitRPG novel (Metagamer Chronicles Book 2)

Games were made to be broken.

Gary Burns has been kidnapped, thrown in a dungeon, and tortured for information. Worst of all, he’s been separated from his friends, so no one even knows where to look for him. Cut off from his support network, Gary uses the only tools at his disposal: a silver tongue and an insider’s knowledge of the game world that’s second to none.

With a makeshift party of former foes, Gary must not only escape his captor but plan for payback. Because nothing passes the time in a dank, lightless prison cell like plotting revenge. And when your adversary is a centuries-old lich with the might of an army at his disposal, death is a starting point, not a victory.