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An ordinary young woman wakes up in a real-life sword-and-sorcery role-playing game in this epic fantasy adventure for fans of The Witcher and Elden Ring.The Worldwalkers of legend are beings touched by Fate and transported from another realm, tasked with a grand destiny. Traditionally, they prevent great cataclysms or the fall of empires. Whatever their undertaking, their appearance brings about momentous change. It's been some two hundred years since the last Great Game, but the time has come again. Seven are chosen, and the game begins once more . . . Kandis Hammond doesn't remember much before her arrival, naked and alone, in a locked stone barn. The twenty-four-year-old junior financial research analyst from Sydney simply sat down in front of her computer, and the next thing she knows she's here?and someone very angry is just outside. But the most puzzling thing of all is the glowing letters that begin appearing before her eyes. When the enigmatic System tells her she has abilities and skill points to spend, Kandis realizes she's entered a role-playing game. Only it's not on a computer or TV. It's all too real. After getting her bearings as a Worldwalker?and some clothes?Kandis learns she must head out in search of her purpose in the grand destiny. Unsuited for physical combat, she'll have to rely on her wits and charm to survive. Of course, that won't be easy. Wherever Worldwalkers go, trouble follows. Whether it's a feral fox, a treacherous wizard, a thirsty vampire, or something much, much bigger, it's simply the nature of the Great Game. And Kandis better not lose . . .
A twenty-four-year-old woman trapped in a fantasy role-playing game continues her quest for a way out in this epic adventure for fans of Dungeons & Dragons. Seven strangers have been snatched from their average lives on Earth and transported to another realm. Now they're Champions in the Great Game?legendary heroes destined for a higher purpose that will change the world. Speaking of purpose, Kandis Hammond, a junior financial research analyst from Sydney, sure would like to figure out what hers is. Kandis has a come a long way since her arrival in Latorra. She's a level-four Phantasmal Artificer with high charisma and a team of fellow adventurers. Together, they set up a home base in the city of Talnier and hunt monsters to rack up experience points, wealth, supplies, and more. But Kandis can't continue like this forever. She has some burning questions that require answers . . . As a Champion, Kandis must determine which god brought her to Latorra so she may take up their cause. Not doing so could have dire consequences. There's also the matter of what to do with her mysterious Dungeon core. And on top of everything, another Champion is about to show up in Talnier. The newcomer might be an ally, but when Kandis sees who else is riding in their party, her hopes will go up in smoke.
A young woman living in a fantasy role-playing game finds herself caught up in political intrigue in this epic LitRPG adventure for Dungeons & Dragons fans. Adjusting to life in the magical realm of Latora hasn't been easy for Kandis Hammond. The twenty-four-year-old was plucked from her life in Sydney, Australia, and tossed into the Great Game without even a thread of clothing. But she's managed to survive the real-life role-playing game, gaining experience points and leveling up. Now she has a team of adventuring companions, and she's even become Councillor of the thriving frontier town of Talnier. With her charisma and charm abilities, Kandis is a natural politician. She's been selected to travel to the royal palace in Dorsay to have the king confirm Talnier's charter. So, with her fellow adventurers by her side, she begins her journey to the capital. But while it sounds like a simple diplomatic trip, Kandis has managed to gain a few enemies during her brief time in Latora. And one?if not all?of them would be more than happy to ensure she never returns home . . .
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