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Apocalypse Tamer
- Fantasy
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Dungeons suddenly popped up across the planet, summoning invaders and monsters from alternate realities. Ancient gods slumbering beneath the Earth were woken. And all humans were empowered with Levels and Classes gained by, amongst other things, killing monsters and other humans.
Only a single instruction was provided by the System: “Whoever reaches Level 100 first shall become Earth’s new Overgod.”
So, a worldwide battle of epic proportions erupted... which Basil would rather sit out. Choosing the [Tamer] profession which allows him to speak with his cat, Plato, and other apocalyptic monsters, he'll adopt and train them to fight alongside him and defend his corner of the countryside.
After all, why bother fighting the apocalypse when you can tame it?
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Maxime J. DurandTags
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Legends speak of wizards with the power to rival Gods…
To Hump, it’s just a story. Apprenticed to a wandering wizard, he grew up following the coin from one quest to the next. He always believed his master was just an ordinary hedge wizard, until the old man suddenly died, and his book of spells bound to Hump’s soul.
Knowing no other life, Hump takes up his master’s staff and heads out alone into a world of dungeons and monsters. Scorned by the gods, wizards can trust only their own wit and skill to survive.
Lacking the godly gifts and grand ideals of the Chosen few, Hump fights for something else. If he wants to eat, he needs to work. And with a new Dungeon opening in Bledsbury, where better for a young hedge wizard to earn some coin?
So begins the path of The Wanderer. The White Flame. The Hedge Wizard.
It’s Drop Night, the one night every decade when the gods hand out cards to a lucky few. If you get a deck, you’re a deckbearer capable of great feats—such as controlling frightening monsters.
Wolfe, top enforcer for the Grimm family mob, has already been overlooked on two previous Drop Nights. People of his ilk seldom receive cards, as the gods tend to favor people who follow their divine mandates, but that doesn’t mean he can’t hope.
Unfortunately, Wolfe doesn’t have time to celebrate. The rival street gang, the Cobras, has six deckbearers and they’re cutting in on the Grimm family’s trade. Someone has to do the dirty work, and it isn’t going to be the spoiled children of Big Man Grimm.
Against all odds, though, Wolfe does receive a deck, right at midnight.
And he just so happened to receive a rare card everyone would kill to have in their own deck…