Join a fantasy game. Make new friends. Oh, and try not to die.
A first person LitRPG Gamelit Fantasy novel, Savvy Sage Online tells the story of how Nate, a twenty something guy ended up a beta tester for a next generation game system. While inside, he tries to build relationships while avoiding evil sorcerers, deadly monsters and learning how to creatively apply his new magical skills in interesting ways.
Once inside the game world, Nate quickly makes friends, first with Roger and then Jenny, a plucky warrior redhead who saves him from becoming cat food. After that, Nate meets Alice, a mage working tables to save for guild dues. When Alice gives Nate a Request, he dives deep magical exploration to help make their ambitious plans come true.
Together, the three fight monsters, dive into a dangerous dungeon, learn innovative magical techniques and plot to create a new place of learning for the curious. Debut novel from Richard Sprout, Savvy Sage Online is an original story over 124,000 words in length.
Pick up this binge-worthy tale today!
Games covered: Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series.
How can I become a professional esports player?
How can I make a living playing esports?
What is the lifespan of an esports game?
What are the most popular esports?
These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager.
In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.
For the millions who log in every day, Warcross isn’t just a game—it’s a way of life. The obsession started ten years ago and its fan base now spans the globe, with some eager to escape from reality and others hoping to make a profit.
Struggling to make ends meet, teenage hacker Emika Chen works as a bounty hunter, tracking down players who bet on the game illegally. But the bounty hunting world is a competitive one, and survival has not been easy. Needing to make some quick cash, Emika takes a risk and hacks into the opening game of the international Warcross Championships—only to accidentally glitch herself into the action and become an overnight sensation.
Convinced she’s going to be arrested, Emika is shocked when instead she gets a call from the game’s creator, the elusive young billionaire Hideo Tanaka, with an irresistible offer. He needs a spy on the inside of this year’s tournament in order to uncover a security problem . . . and he wants Emika for the job.
With no time to lose, Emika’s whisked off to Tokyo and thrust into a world of fame and fortune that she’s only dreamed of. But soon her investigation uncovers a sinister plot, with major consequences for the entire Warcross empire.
Michael is a gamer. And like most gamers, he almost spends more time on the VirtNet than in the actual world. The VirtNet offers total mind and body immersion, and it’s addictive. Thanks to technology, anyone with enough money can experience fantasy worlds, risk their life without the chance of death, or just hang around with Virt-friends. And the more hacking skills you have, the more fun. Why bother following the rules when most of them are dumb, anyway?
But some rules were made for a reason. Some technology is too dangerous to fool with. And recent reports claim that one gamer is going beyond what any gamer has done before: he’s holding players hostage inside the VirtNet. The effects are horrific—the hostages have all been declared brain-dead. Yet the gamer’s motives are a mystery. The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. They want him on their team.
But the risk is enormous. If he accepts their challenge, Michael will need to go off the VirtNet grid. There are back alleys and corners in the system human eyes have never seen and predators he can’t even fathom—and there’s the possibility that the line between game and reality will be blurred forever.
Enter. Or turn back. This is Erebos.
An intelligent computer game with a disturbing agenda. When 16-year-old Nick receives a package containing the mysterious computer game Erebos, he wonders if it will explain the behavior of his classmates, who have been secretive lately. Players of the game must obey strict rules: always play alone, never talk about the game, and never tell anyone your nickname. Curious, Nick joins the game and quickly becomes addicted. But Erebos knows a lot about the players and begins to manipulate their lives.
When it sends Nick on a deadly assignment, he refuses and is banished from the game. Now unable to play, Nick turns to a friend for help in finding out who controls the game. The two set off on a dangerous mission in which the border between reality and the virtual world begins to blur.
This utterly convincing and suspenseful thriller originated in Germany, where it has become a runaway bestseller.
After Maddy's parents divorce, she's stuck starting over at a new high school. Friendless and nicknamed Freak Girl, Manga-loving artist Maddy finds refuge in the interactive online game Fields of Fantasy. In that virtual world, she reinvents herself as Allora, a gorgeous elfin alter ego, and meets a true friend in Sir Leo.
Maddy can't hide behind Allora forever, especially as a real-life crush begins edging in on her budding virtual romance. But would anyone pick the real Maddy, gamer girl and Manga freak, over the fantasy?
This fresh, geeky/cool novel includes online chats and exciting gaming, and features Maddy's Manga-style artwork.