Kirjailija
Dakota Krout
Kirjat ja teokset yhdessä paikassa: 55 kirjaa, julkaisuja vuosilta 2019–2026, suosituimpiin kuuluu Omelet Endgame. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
55 kirjaa
Kirjojen julkaisuvuodet: 2019–2026.
A whole new world. Well, the framework. Surely nothing will go wrong. Artorian shrugged off moonfall and war like it was a gentle rain, and must now face new trials. Specifically: life in the world created by the Dungeon Core, Cal. Unfortunately, Cal has only put together the most bare-bones of systems. He's no stranger to solving near impossible problems; how difficult could it be to smooth out the slew of angry Mages with bitter rivalries, uncountable hidden secrets, a complete inability to cultivate, and a Dungeon creating messes at full speed? One way or another, it is up to Artorian to pick up the pieces. He's ready to roll up his sleeves and administrate. There are some very serious holes in this world, and the old academic is determined to fix them.
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.
An end of the world. The start of a new one. A thousand places to be. Artorian has survived his encounter at the Ziggurat, but at a sharp cost. However, the powers in the world are moving and there is no time to rest. Even if Artorian doesn't realize his part in it, the next stage of the great plan is set in motion. In a place of mountains and dales, the old scholar must seek new information in order to puzzle out the last pieces and gather victory with his own two hands. For his loved ones, his humanity may need to be left behind. Yet, becoming something else is a small price to pay for an old man on a mission. Life comes at a price, but success comes with Ascension. War and Moonfall loom on the horizon. It matters little. Artorian will build his arsenal.
Headmaster. Exile. Gladiator. Backed into a corner, Artorian must play fast and loose with the laws of the land. To gather what he needs to progress, he will need to sacrifice what he's gained in order to get this far. With his new school and friends facing their most deadly challenges yet, Artorian finds an opportunity to keep them safe. The cost of it may be access to the new home he's built, but that was never intended to be for him. When he can ensure their safety, Artorian will begin pursuit of his grandchildren once more. If he finds them, will they want to be saved... or will they have found a taste for the darker powers they have accrued? It's time to make the hard choices. Death or graduation.
An academy that scrapes the sky. Blight that fills the earth. Two codgers duking it out. Artorian has decided to live, all in order to save his lost village children. His recent battle against a simple raider Captain has proven that if he tries to charge ahead... he'll die. With the help of his captors, who quickly turn into close friends, Artorian takes the first steps onto the path of a true cultivator. Finesse, skill, fine-tuned cultivation techniques, and more is within his grasp. Artorian is more than willing to learn; after all, that's his specialty This knowledge has strings attached. After meeting the ancient enemy of his trainers, Artorian returns to the place he first studied his true passion of philosophy: the Skyspear. It's under new management, and the alumni have very different ideas about how the students should be trained.
A town put to the sword. The young forcibly recruited. An old man out for revenge. After his town is put to the sword and the children are taken to replace the fallen, an old man is out for revenge. He's ready to fail at the most difficult challenge in the world: cultivation. Too corrupted to even take the first steps, the sly old elder simply agreed with those who told him that it was impossible. Then he quietly ignored them, rubbed his hands together, and started anyway. He had always failed in what he did: he lost his way from the academy, his command was devastated by a Mage, he lost his town, and now his last hopes for the future had been stolen by a group of raiders. The only thing that had never failed him was his sharp mind and philosophy. He would cultivate... no matter what it cost him. A lifetime of failure can dull and dampen a soul. A reason to live, a goal, can change that in an instant. It is always darkest just before the dawn.
The vaunted power of the Mage's College. Unbounded freedom among the Wolfmen. The best of both worlds. Recent college grad Sam King was hoping for a backpacking trip across Europe as a graduation present. Instead he's going to get a different kind of trip: a three-month stint in the ultimate immersive gaming experience. As a lifelong geek, gamer, and outsider, it's a better gift then he'd ever dreamed. But when he jumps feetfirst into the world of Eternium, run by CAL, the Certified Altruistic Lexicon, it's not exactly what he expected. All he wants is to quest, game, grind some levels, and get his hands on awesome loot. You know, have fun But the Mage's College seems to have a very different definition of fun, one involving study, blisteringly strict regulations, aristocratic hierarchy, and tons of pay to play. Sam crosses the College and finds himself running for his life with a back-talking book that is far more than it seems and a class that no one has even heard of. If he can navigate the deadly College politics and the looming war with the barbaric Wolfmen, he might just find the fun and adventure he was looking for.
Auras empowering the body to superhuman status. Invocations tearing the land asunder. The war has arrived. The necromantic armies are on the warpath and nowhere is safe--even the sanctuary of the flying dungeon has been threatened. The leadership of nearly all the sentient races has been wiped out, and only the people most suited to repelling the advancing darkness have an intact monarchy. Cal learns quickly that the primary threat is not the far-off war, but the actions of those entrusted with protecting the population. As it turns out, the idea of using a flying dungeon as a war machine is very tempting indeed. Dale has been facing his trials better than anyone could have hoped for, but when the war takes a turn for the worse, his role is forcibly relinquished. Since his only chance at survival is painful and rapid advancement, Dale must learn if his strength of will can develop into strength of flesh. The distance between the Heavens and the Earth might not be so far after all.
Unlikely allies uniting across the world. Blood feuds that span centuries. A single chance at life. The world watches the sky with trepidation. The insanity of Xenocide knew no bounds, and all will soon suffer the effects he had planned for a millennium. Though none know what is to come, they all know it isn't going to be easy to survive. The Master has a plan, one that can give the world at large a way to escape the onrushing desolation. It may be on the bleeding edge of morality and what he needs might prove too difficult to secure, but The Master asks for trust. Cal and Dale both have their role to play as the world hurtles toward destruction. One needs to bring the races of the world together while the other simply needs to survive. Surrounded by supposed allies, the duo will do all that they can to succeed--but with every new arrival comes rising tensions and faltering trust. The apocalypse is coming. Will honor or greed stand the test of time?
The dead walk the land. The dungeon rises. War will move the Heavens and the Earth. Powerful necromancers are on the move, and the dungeon has become a battleground. Without his faithful Wisp, Cal's mind slips--he begins creating traps and monsters that go against his already loose morals. A direct threat from an unexpected force causes Cal's mind to stabilize, but he doesn't know for how long. Using every resource at his disposal, he works to keep his mind clear while he funds a search for his lost companion. When others fail him again and again, Cal takes matters into his own hands. Deadly situations remind Dale that no matter how well he does in his secluded community, he is still considered a weakling in the greater world. Deciding that his physical and mental training are not enough--Dale resolves to gain strength by any means necessary. Both are aware that they need to keep moving. If they stop, their choices could kill them.
Expansion. Uneasy alliances. Looming Madness. Both Cal and Dale have become stronger, each in spite of the other. The dungeon--Cal--knows exactly how much their power has increased and is working daily to become exponentially more powerful. His schemes are becoming more complex and his dungeon--his body--more deadly. Dale works to subvert the plans of the dungeon, but his opponent is onto him. Hearing a voice in his head distracts him in critical moments requiring him to fight his mind even as he battles deadly creatures. Unbeknownst to both, their fight is not with each other--it's for the continuation of their lives. Madness threatens the land, and it is coming for them.