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When Erik and Rugrat entered the ten realms they didn't know what was going on. They only knew that they had contracted the two week curse. When entering the second realm they came to understand their character sheets, and part of the system that is called the ten realms. A place that the strong make the rules and the weak cling to them for protection and hope that they might be left in peace. They passed through the trials of the Beast Mountain Dungeon, taking control of it and becoming the leader of nearly two hundred people. Now in command of the Alva Dungeon and looking to forge a new future, they need more power, mana stones, dungeon cores, monster cores, if not then the Dungeon will stop functioning and they will need to relocate once again. As they ascend to the second realm, Erik and Rugrat need to grow their skills, gain information and find a dungeon. It's hardly ever that easy.
The Battlefield Realm: A realm where sects rise and fall. Where the ground trembles under the feet of fighters from the higher realms. Where riches are gained, and empires lost. This is where Erik and Rugrat must go if they want to increase their strength, to increase the strength of Alva. They say that fortune favors the bold. This is the Ten Realms. To the victor go the spoils. The Fourth Realm will change their lives…or end them.
Thrust into an unknown, unwanted situation, most would feel panic, fear anger and fall into chaos. Erik and Rugrat are not immune to those feelings, but they have stepped into chaos so many times, it is simply a different challenge. Two weeks ago, Erik lost his legs and his arm. Today he got a message. "You have been randomly selected to join the Ten Realms. One may choose to ascend the Ten Realms, thereupon making a request to the Gods of the Realms. Only those who are Level 10, 20, 30, 40, 50, 60, 70, 80, and 90 may ascend to the next realm. Fortune favors the strong!” For a retired combat medic and Marine Recon sniper, the Ten Realms offer a clear challenge and sense of purpose that they had only found on the battlefield. How much trouble can you get into in a new realm?
With the third realm new challenges arise. Erik searches for Old Hei while Rugrat deals with his broken mana system. For both, their path takes them towards the alchemist association's trial. They didn't mean to get into trouble, they swear, but in the ten realms trouble is not far behind the duo. They'll have to fight across the third realm to complete the alchemist association's trial. All isn't peaceful in the first realm as Alva and Vermire will face one of their greatest challenges yet. Chaos or creation, there's no knowing what might happen in the ten realms.
After taking and defending Vuzgal, Erik and Rugrat have a new task to complete: build a city. They have been racing through the realms at this point, but Vuzgal is a prize that they can't simply give up on. Alva is mobilized, as are their allies, to build out the new city. It is time that they solidify their gains, working on their crafts, their fighting ability and cultivation. As they expand their personal power, their gaze turns toward Vermire, to the dungeon. It's time they started to exert the strength they've built up. Alva moves in the shadows, but to what effect? The answer lies in the Fifth Realm.
As the fighting competition grips Vuzgal, the city-state declares its independence and strength.Alva prepares to retake the lost floor of Water.The Adventurer Guild hones their blades, training and cultivating. They prepare for war, for the Willful Institute to reap what they have sown.Erik and Rugrat's travels take them to the sixth realm, a realm with cities under the sun and dungeons beneath.Not all of Earth's modern knowledge is used to help or heal. The Beast Mountain Range is United under the Empire.Join Erik and Rugrat on their Epic Fantasy journey, even a small party's adventures can build a city and give rise to an Empire.If you love heart-pounding video game action, stats, loot, crafting and matching of realistic technologies with magical abilities. Well, why aren't you reading already?Grab the 6th realm part 1 today!
War has come to the Willful Institute. It has come to the first realm. For years Alva has trained, developed weapons and tactics never seen in the ten realms. Now Alva moves in the background, supporting the Adventurer's Guild. No band of fighters, no sect looking to gain individual honors. The armies of Alva were forged together in Alva dungeon. Tempered in body, in mind, in mana. Supported by Alvan traders, crafters, they reclaimed the lost floors of their home. They captured Vuzgal and defended it in the vicious battlefield realm. Now Alva is going to war. Their abilities, their skills tested head on. One individual is strong. A nation focused, a nation brought together for a single goal. It is something that could shake the very foundations of the ten realms. A beast stirs in the Beast Mountain Range, raising their eyes to the higher realms. It is time Erik and Rugrat stepped out of the shadows.
From a New York Times bestseller, a “gripping” sequel that “will captivate fantasy readers, especially fans of Sarah J. Maas . . . and Susan Dennard” (School Library Journal). “My Firstlife is over, but my Everlife is only now beginning.” With her last living breath, Tenley “Ten” Lockwood made her choice and picked her realm in the Everlife. Now, as the war between Troika and Myriad rages, she must face the consequences. Because Ten possesses a rare supernatural ability to absorb and share light, the Powers That Be have the highest expectations for her future—and the enemy wants her neutralized. Fighting to save her Secondlife, she must learn about her realm from the ground up while launching her first mission: convincing a select group of humans to join her side before they die. No pressure, right? But Ten’s competition is Killian, the boy she can’t forget—the one who gave up everything for her happiness. He has only one shot at redemption: beating Ten at a game she’s never even played. As their throw-downs heat up, so do their undeniable feelings, and soon, Ten will have to make another choice. Love . . . or victory. “Tense, philosophical, and enthralling.” —Kirkus Reviews
NATIONAL BESTSELLER • A curmudgeonly professor journeys to a small town in the far north in this “incredibly fun journey through fae lands and dark magic” (NPR), the start of a heartwarming and enchanting new fantasy series. “A darkly gorgeous fantasy that sparkles with snow and magic.”—Sangu Mandanna, author of The Very Secret Society of Irregular Witches A BEST BOOK OF THE YEAR: The New York Times Book Review, NPR, PopSugar Cambridge professor Emily Wilde is good at many things: She is the foremost expert on the study of faeries. She is a genius scholar and a meticulous researcher who is writing the world’s first encyclopaedia of faerie lore. But Emily Wilde is not good at people. She could never make small talk at a party—or even get invited to one. And she prefers the company of her books, her dog, Shadow, and the Fair Folk to other people. So when she arrives in the hardscrabble village of Hrafnsvik, Emily has no intention of befriending the gruff townsfolk. Nor does she care to spend time with another new arrival: her dashing and insufferably handsome academic rival Wendell Bambleby, who manages to charm the townsfolk, muddle Emily’s research, and utterly confound and frustrate her. But as Emily gets closer and closer to uncovering the secrets of the Hidden Ones—the most elusive of all faeries—lurking in the shadowy forest outside the town, she also finds herself on the trail of another mystery: Who is Wendell Bambleby, and what does he really want? To find the answer, she’ll have to unlock the greatest mystery of all—her own heart. Book One of the Emily Wilde Series
An extraordinary duo of Asgardian Heroines battle across the Ten Realms, in this epic fantasy adventure set in Marvel’s Legends of Asgard In the midst of a bloody conflict, Lady Sif, the valiant Asgardian warrior, watches her close friend die in glorious battle – but her soul is not taken to the eternal halls of Valhalla. Furious and petrified that the afterlife for her and all Asgardians is in peril, she enlists the aid of Brunnhilde the Valkyrie, the fearsome warrior entrusted with conveying worthy souls to the heroes’ afterlife. Together they scour Asgard for answers. Rumors abound of towns being attacked by a horde of soldiers who cannot be killed. Someone is building an immortal army and stealing Asgardian souls… A worthy challenge for two of Asgard’s mightiest champions!