I’m in the game.
I don’t know how I got here, but I know I have a purpose.
From what I understand, you’re going to try to stop me.
If I were you, I would do the same thing.
Because I am coming for you.
And I'm going to kill you.
Darrell was fed up with his life. All he wanted to do is have friends play RPG’s that he had created. His in depth research took a turn when he tried to create some atmosphere.
Drawn into a fantasy world that is based on his work Darrell must survive, and level up so that he can leave.
Will Darrell be able to navigate his new existence as a Paladin and complete his quest to rid the Realm of an evil army?
With forces arrayed against him that he neither understands, nor can combat properly, his quest may be harder than he first realises.
Influenced by tabletop fantasy RPG’s, Gnosis: The Paladin’s Quest is the first book in a new LitRPG series.
Start your next adventure here!
Have you ever wondered what it would be like to become your favorite fantasy tabletop character? Would it end up being a dream come true or a horrific nightmare? What if you were forced to play the role of that character completely and couldn't act out of character even if you wanted to? That is exactly what happens to our protagonist, William Shawcro in the first installment of The Trials of a Modern Paladin.
William is an ordinary young man living an ordinary life when out of nowhere he finds himself in the body of his long-time character Archaeus in this isekai style fantasy story. Forced to play the role of Archaeus and act within his Paladin code, he must navigate this shocking new world of magic all the while questioning whether it's just a dream. He quickly realizes the life may not be all it's cracked up to be after facing frightening conflicts and becoming entangled in this new world's politics. While he is quite overpowered having made it to level 20, brute force can't resolve some situations. Archaeus makes new friends and new enemies during his travels, but will he ever find his way back home? All he can do is keep pushing forward and discover the truth of why he is here.
Gamers everywhere share a hidden desire deep in their hearts— that their mundane, humdrum world be replaced by the ones they play in. When freakish storms envelope the Earth, people start disappearing without a trace. Wild theories abound; is it aliens, spontaneous combustion, or perhaps quantum entanglement? The only ones who might know are those who have vanished.
An average group of gamers is setting up to start a new campaign. The storms rage across the world, but they only care about the game they are about to start. Little do they know that they would be next to disappear from the face of the Earth.
Shifted to a different world, the group of friends find that the gamer’s dream they had always harbored has come true, but not in the way they would have hoped. They are not there as themselves, but as the level one characters they had been preparing to play. Standing on a road with smoke rising in the distance, they would soon be given their first quest— but not the one they would have chosen.
(This series contains dark themes, including but not limited to: suicide, torture, slavery, and worse.)
It could be worse. You could be stuck with a literal shoulder demon.
After dying and being reborn into a world that's built like a video game, Jim has found himself stuck in a very old world style new player zone for low level adventurers. Unfortunately, the zone fell out of use centuries ago, and no one told the monsters they were supposed to take it easy on the Noobs. Even worse, the only new player around is Jim.
Jim has been given an opportunity, and he'll do his best to take advantage of it.
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?
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.
If Gary had known he'd get trapped in an RPG with his real-life stats, he’d have tried harder in gym class.
Gary Burns just wanted to create the greatest RPG campaign of his gaming career. But a freak magical accident sucks him into the very world he created—as himself.
Surrounded by heroes who look and sound like his friends, Gary is forced to play out the story he wrote. Worthless in a fight, Gary must prove himself valuable even if it means feeding the team insider knowledge.
Because he needs keep his friends close—and himself alive—until he can solve the puzzle he never designed: how to get everyone back home.
Glenn, a college sophomore, hasn’t gotten used to being a gnome healer, trapped in a world that functions under the rules of Monsters, Maces and Magic. Of course, acclimating isn’t the plan. He, along with the other players drawn into the RPG world in the form of their characters, want to escape and return home.
Stephi, Kirby, Ron, Derek and Glenn survived their first adventure into the Dark Heart Swamp, and are approached to once again enter the dismal marshland. An elf maiden, daughter of a baronet, has been taken captive by a band of goblins, and gold is offered for her rescue.
Gold is needed, not only if the party hopes to escape the game world, but to live and survive its perils. Glenn and his party take the mission, even though they weren’t the first choice. Beyond that, the foul swamp and its evil denizen may not be the greatest danger. A seer warns that their greatest threat lies in betrayal.