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fantasy – contemporary

Fantasy stories that take place in the present day. See also urban fantasy and magical realism. Return to general Fantasy

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Word Count: 77241

Summary: After a terrible magical accident at Berkeley created unpredictable holes between realities, all manner of non-human creatures started popping into our world. These displacements, called Random Anomalous Reality Events or RARE, have taken magic out of fiction and relocated it firmly in reality, resulting in a great deal of chaos and confusion. Displaced elf Valerian works with AURA, the Agency of Unnatural Resettlement and Assimilation, to intercept these beings as they appear in the human world, helping the peaceful ones and subduing the violent, malevolent ones. It’s good, satisfying work, and Val would be happy if he wasn’t so lonely. Quinten is a young mage just trying to get by, but New York isn’t the easiest city to make a living in. If his methods are sometimes morally dubious, his heart is still in the right place. Of course, for Quinn, the right place means firmly locked away, protected at all costs. Living by his wits and sometimes magically induced luck, he works as a ‘freelance magic user’, or unregistered mage and small-time con, according to the authorities. The last thing Quinn wants is to draw the cops’ attention, but when an Event happens right on top of him, he’s forced to turn to AURA for help. Valerian isn’t at all what he’d expected in an AURA cop, and he certainly wasn’t expecting to join forces with the sexy elf, a snarky drow and a bitter incubus, when certain individuals in power try to stop the RARE by any means necessary. Things are not all what they seem at AURA headquarters, and a greater evil lurks at the top than anyone could have imagined.

Quinn's Gambit - Angel Martinez and Bellora Quin - Aura
Quinn's Gambit
Published:

Word Count: 80000

Summary: Cling to the edge of your seat in this high-finance, high-stakes adventure. What do we do with knowledge of the future? Clairvoyant Ariel has been doing her best to ignore it, finding the whole thing a nuisance. But when she comes across people using similar abilities to get extremely rich, her interest is piqued. Then she discovers a second collection of gifted people. Their cause is less about money and more about ensuring the survival of the human race. That doesn't stop them from being as dangerous and crazy as the first group, however. Soon Ariel finds herself the object in a game of tug of war as each faction fights to have her--and her particular talents--on their side. She can't possibly help both groups. Aligning with either could be a terrible idea. But how can she stay out of it when so much is at stake?

Flickers of Fortune - S.R. Cronin - 46. Ascending
Flickers of Fortune
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Word Count: Information not available

Summary: My kid, Romy, says I'm old and she's worried about me. What's to worry about... aside from Jordan, my ex? Really, she didn't have to come all the way home to check on me. It's all good—especially Nova, the girl at the drive-up coffee shop. I keep to my work and surfing the local breaks to keep her out of my head... But it doesn't work. Her perfect skin and brilliant hair crash through my mind and draw me to her—like a super-moon tide. There's something about her... Bodie Catalan knows second chances don't just happen after a hard life, wracked by mistakes. Every now and again, however, the universe throws down a wildcard. Drive-Up is a fabulist, sentimental, 21st century tale. It rides the beach breaks along the shores of several genres and connects the wildcard thrown to entangled, beach-bound lives and the inexorable tidal change that moves all that cross it. Dive into this tale and see what's been served at the Drive-Up.

Drive-Up - CK Page
Drive-Up
Published:

Word Count: 100000

Summary: In a world where death magic is sometimes the lesser of the evils, a dark mage risks everything for redemption. To win a pardon, Raven must play a dangerous game of double agent. His mission: help the Guardians bring down his master William, the most powerful dark mage alive. His only Guardian contact is Cassandra, his former lover and the apprentice he once betrayed. His best weapon is the Ravensblood, a fearsome magical artifact his master thought destroyed. As Raven struggles to regain Cassandra's trust, the two of them devise a desperate plan to defeat William. If their plan fails, Raven could lose everything: his freedom, his love, his life, and his soul. And if William acquires the Ravensblood, he will gain the power to bring the world to its knees. First in the award-winning Ravensblood series, set in an alternate Pacific Northwest.

Ravensblood Box Set - Shawna Reppert
Ravensblood
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Word Count: 113,100

Summary: Markus a wizard from a parallel Earth travels to our world in a bid to stop a blight that is destroying his own. Here he meets Alcina, a Wiccan Priestess, who is in a custody battle over her son, Tim, against Carl, the boy’s sire, who abandoned her when she was pregnant eight years before. Carl has the backing of a dangerous religious cult in his bid to take Tim. Together Markus and Alcina face the forces of intolerance and hate to save a child and a world and thaw two warm harts too long trapped in the ice of betrayal. Meanwhile, Markus’ best friend and his ex-fiancée, who is now a vampire, battle the authorities who are likely to hang Markus upon his return because he has done research into forbidden magics.

Worlds Apart - Stephen B. Pearl
Worlds Apart
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Word Count: 7718

Summary: Michael Sarver hates Valentine's Day. Between the flowers, the tacky decorations and his sleazy boss, he's certain he's about to experience the worst costumed office party in history. But Cupid's minions and a certain Hawaiian god have other ideas. Let the mayhem begin.

Hearts & Flowers - Angel Martinez
Hearts and Flowers
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Word Count: Information not available

Summary: When a new witch threat rises, only Hunter Astley can stop them… In the face of dark magic and evil witches, a secret witch-hunting society works tirelessly to keep them at bay. The Malleus Maleficarum Council have strict rules and practises for eradicating magic. Due to their work, witches have been almost forgotten, relegated to myth; but rumours are starting to emerge of a new power that will throw the world into chaos. As the only 7th generation witch-hunter, Hunter Astley is the best the MMC has to offer. With the help of his colleagues, it’s a race to track down this new threat and stop them… in any way he can. Part one of the Witch-Hunter trilogy. Free download from most ebook retailers.

The Shadow Rises - K.S. Marsden
The Shadow Rises (Witch-Hunter #1)
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Word Count: Information not available

Summary: When Max Porter discovers his office is haunted by the ghost of a 1940s detective, he does the only sensible thing ... he starts a detective agency! Thrust neck-deep into a world of old mysteries and dangerous enemies, he will face ghosts, witches, and curses. He will discover a world in which survival might be the easiest challenge. And he will do anything necessary to keep his wife and his life from falling away. Real history meets the paranormal in this thrilling, suspenseful series!

Southern Bound - Stuart Jaffe
Southern Bound
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Word Count: Information not available

Summary: Eclectic, imaginative, and unexpected, Community of Magic Pens features forty genre-spanning flash and short stories--including fantasy, humor, science fiction, romance, historical fiction, satire, and mystery--bringing together a rich group of diverse voices from a wide range of backgrounds and intersections. Fountain pens, markers and ink, charcoals, spy pens, a braille writer, a printing press, virtual reality, and a supernatural pizza: whether revealing unspoken truths, fighting injustice, or finding friendship and love, our pens have power. Join us as a recent graduate of superhero school struggles to understand her gift, a disabled android interviews for a job, a queen’s conscripted artist must pull reality from illustrations on parchment, and a grandmother’s secret room is…better kept a secret. Tales of struggle and triumph, compassion and hope: Community of Magic Pens is a celebration of our shared story.

COMING SOON
Community of Magic Pens anthology
Community of Magic Pens

Word Count: Information not available

Summary: For six lifelong friends, it was supposed to just be a simple game night. But when they break out a new, classic high-fantasy style game—half tabletop RPG, half dungeon-crawling board game, simultaneously familiar and unexplored—for a test run, they find themselves transported into the game’s setting, living the lives of their made-up characters, where the dangers, and the monsters, are deadly serious. Left with little choice but to jump headlong into their roles, Cordelia, Morgan, Jack, Eriko, Tamsin, and Tobias will have to become the heroes they were just pretending to be to stop a nightmare creature’s reign of terror… or find out if life and death in this fictional setting is as real as it seems. Ranger and cleric, barbarian and thief, bard and magician: they'll have to combine all of their new-found abilities to stop a creeping evil and to survive in this strange new world.

COMING SOON
The Player's Guide to Dungeon Crawling - Matthew Phillion - The Dungeon Crawlers
The Player's Guide to Dungeon Crawling

Word Count: Information not available

Summary: After a few weeks trapped inside a cursed tabletop role-playing game, the players--Eriko the rogue, Morgan the cleric, Tamsin the mage, Cordelia the barbarian, Jack the ranger, and Tobias the bard--have become fixtures in the fictional town of Moderate Expectations, doing things adventures do. Whether it's slaying ogres or saving children from actual bogeymen, the adventurers are learning their roles and becoming weirdly comfortable with the concept of being heroes locked in a game world. But when a terrifying threat bubbles up out of a broken mine shaft and threatens their starting zone and adopted home, the gang will need to go on a real dungeon crawl into the subterranean world below, where they'll learn just how dangerous this imaginary world is to them and how high the stakes can be for the people who live here. It's time for the Dungeon Crawlers to level up, face down their greatest challenge yet, and find out just how big the world they've found themselves trapped in really is... and how long it's been holding players like them prisoners. So grab your gear, check your spell list, and make sure you've got plenty of torches--it's time to go spelunking, RPG-style.

COMING SOON
The Dungeoneer's Bestiary - Matthew Phillion - The Dungeon Crawlers
The Dungeoneer's Bestiary

Word Count: Information not available

Summary: The first rule of adventuring: don't split the party. The Dungeon Crawlers should know better. While they've only been trapped in the cursed role playing game they now call home for a short time, most of the party are well-versed in tabletop gaming. Whether in the real world or trapped in a fantasy one, you just don't split the party. Which is why, when Eriko, the group's rogue, decides to let curiosity get the better of her and run off on her own, everyone knows nothing good will come of it. And "no good will come of it" means a pack of feral cannibalistic undead, led by an ancient evil, who takes a special interest in the group's talented, if ridiculous, bard, Tobias. Joined by a shadowy creature whose goals coincide with their own, the rest of the group--Morgan the cleric, Jack the ranger, Cordelia the barbarian, and Tamsin the mage--find that to survive, and rescue their friends, they're going to have to split the party even further. Are they clever enough to get away from a pack of ravenous ghouls alive, or will this be the Total Party Kill they've dreaded since they first arrived in this game world? The Ghoul Slayer's Guide is the third novella in the The Dungeon Crawlers series. Find their earlier adventures in the Players Guide to Dungeon Crawling and the Dungeoneer's Bestiary.

COMING SOON
The Ghoul Slayers - Matthew Phillion - The Dungeon Crawlers
The Ghoul Slayer's Guidebook

Word Count: Information not available

Summary: The Dungeon Crawlers have done the unthinkable: they’ve split the party. After defeating another adventuring party from the “real” world—fellow players long trapped in the game world who treat Revery as their own private hunting ground to be conquered and abused—the Dungeon Crawlers emerged victorious but broken, with one of their number fallen and lost in battle. Some want to seek out revenge for their lost friend, while others believe somewhere in Revery there is magic to bring someone back from the dead, and want to find it. Both quests for revenge and resurrection will reveal new enemies, new allies, and dark secrets about the nature of Revery itself. They will learn how it draws players into a world where an RPG has become real, and whether or not anyone can ever go home again. But to do so, they need to break the party in two. Can they survive apart, or will the oldest rule in RPGs prove to be true in a world where games are deadly real?

COMING SOON
Splitting the Party - Matthew Phillion - The Dungeon Crawlers
Splitting the Party
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