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Fantasy - LitRPG Genre

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Summary: Actually, this is your mom’s video game. Daria Jackson hasn’t entered NeuroNet to play Challenge of Vircon since her tanking husband passed away. A newly single mom, she quit VR esports to develop biofarming hardware for deep space exploration. For ten years Daria’s cheered her kids on as they fought their way up CoV leaderboards. While cleaning their VR cabinets, a forgotten login protocol drops her at level one in the game world she almost ruled. Strange glitches and odd throwbacks from her past hint at a ghost in the machine related to her family. Daria’s weekend project is supposed to be writing a speech to present her Perpetual Biofarming Unit at Earthsplorer Command. But now she’s caught up in CoV, leveling up to unearth a mystery. Can Daria choose between the game and her real-world responsibilities?

Clerical Error - D.R. Perry - Challenge of Vircon
Clerical Error
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Word Count: 75,600

Summary: Welcome to the Shifting Lands. Silluka was born with only one arm and could never practice the exacting motions to summon the favor of the gods. Caught stealing, she is forced to test her powers or be branded an outcast. She fails, and loses citizenship to her village. In a fit of desperation, Silluka tries to steal a badge of citizenship from a mysterious elder. But instead, Elder Quilqi shows Silluka a different path to gain the powers of the gods, aided by an octopus-like technological wizard who worships their own eldritch divinities. Time is short for training however, because a new island is speeding toward the coastal town, throwing deadly hurricanes and tidal waves before it, and threatening all who live there. Only the gods and godlike storm warriors protect the village from destruction, but all of them fail when a mysterious creature bursts through the wall. It's only one forerunner for a species of terrifying turtlemen: fast, deadly, and ready to invade the larger island. The village must flee inland before the invasion, while Silluka is weighed down by her outcast status and her brother’s failing abilities. To save herself, her family, and her village, Silluka must overcome stigma and self-doubt. She must learn the scope of the world outside her village. She must learn Physical Magic.

Physical Magic - William C. Tracy - Of the Shifting Sands
Physical Magic
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Word Count: 38000

Summary: RISE (noun / verb) Eight definitions to inspire writers around the world, and an unlimited number of possible stories to tell: 1) An upward slope or movement 2) A beginning or origin 3) An increase in amount or number 4) An angry reaction 5) To take up arms 6) To return from death 7) To become heartened or elated 8) To exert oneself to meet a challenge Rise features 300-word speculative flash fiction stories from across the rainbow spectrum, from the minds of the writers of Queer Sci Fi.

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Rise Anthology
Rise SALE
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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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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

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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

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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