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A Necromancer's Guide to Clearing a Game Like Tower

Dublin, 2130. 18-year-old James Ganner has nothing—no money, no future, no escape from the slums that killed his father and broke his mother. Then the System activates. [You have been selected. Choose your designation: Challenger or Civilian. Selection is permanent.] James chooses Challenger. He enters the 72-hour Tutorial where 80% die. Against all odds, he survives and receives the rarest class in existence: Necromancer. But survival was just the beginning. [FLOOR 1] [Mission Type: Kill 15 Hobgoblins] [Failure Condition: Death] James raised his hand, black energy coiling around his fingers. [Skill Activated: Soul Drain ] The dying hobgoblin convulsed as dark tendrils ripped the life from its body, feeding his mana pool. [You have killed Hobgoblin Warrior] [Progress: 1/15] The tower doesn’t care about heroes or villains. 300 floors. No backtracking. No second chances. Death is permanent. Every floor demands blood, and James’s necromancy feeds on corpses—the more he kills, the stronger he becomes. His goals are simple: escape poverty, punish the uncles who stole his inheritance, clear the tower, and uncover the truth behind why the towers appeared. In a world where only the ruthless survive, can a slum kid with nothing but cold determination and an army of the dead climb higher than anyone before him? The tower rewards only one thing: those who refuse to stay down. discord> https://discord.gg/Tm5kJuXzf
Mr_Raiden · 1m Views

Aemon of Dragonstone

Robert Baratheon gave Jon Snow Dragonstone. One day, he may wish he hadn’t. For Ned Stark’s bastard, the island is a poisoned gift. An ancient castle, a thinly populated lordship, and responsibilities most grown men would struggle to shoulder. But Jon has already lived a grown man’s life. Behind the boy’s eyes are the memories of a naval veteran, an engineer, and a man who spent years studying the armies of Rome. Given a second life in Westeros, he sees possibilities in the land he has been granted. He also knows how much work it will take to make anything of them. That work begins in the North. Years before he leaves Winterfell, Jon starts gathering the people he will take south. Boys become the companions he grows up with and the soldiers he trains beside. Craftsmen struggle through unfamiliar designs while each successful venture pays for the next. Slowly, a household takes shape, built around a young lord whose knowledge is becoming increasingly difficult to explain. These are the people he intends to build Dragonstone with. He will need them, because arriving with a title and a head full of ideas will only get him so far. Beyond the island lies the Narrow Sea, the wealth of the Free Cities, and opportunities worth sailing for. Jon has plans for ships and harbours, for trade and an army of his own. As those plans grow, they will draw the interest of men who have spent their lives deciding what happens in Westeros. And beneath everything he builds is a secret that could bring them all to his door. His name is Aemon Targaryen. What to expect: ~ Jon Snow self-insert with an experienced adult mind ~ Slow-paced kingdom building, beginning with an extended childhood arc in the North ~ Household development, friendships, and earned loyalty ~ Industry, trade, and the practical work of running a lordship ~ Roman-inspired military training and warfare ~ Naval exploration and an expanding journey into Essos ~ Multiple points of view, political consequences, and growing magical elements
aiwonder · 197.6k Views

TIME, TARZAN AND TERRIBLE IDEAS.

Time, Tarzan, & Terrible Ideas is a sci-fi comedy action-adventure mystery thriller that begins with a terrible... but groundbreaking... mistake. Dr. Milo Finch, a brilliant, anxious young scientist with more intelligence than common sense, successfully invents a time machine. During what is supposed to be a short, observational test run, Milo is violently thrown into the distant past and crash-lands in the heart of an untouched jungle. There, Milo makes an impossible discovery: he has landed in the era... and the world... of Tarzan, Lord of the Jungle. Far from a myth, Tarzan is intelligent, perceptive, and deeply connected to the natural world. Milo’s arrival immediately disrupts the balance of the jungle. His futuristic technology destabilizes time itself, attracting armed hunters and anachronistic forces that should not exist in this era. As Milo struggles to reconcile scientific logic with the terrifying reality that he may have broken history, Tarzan recognizes the danger Milo represents... and the necessity of his survival. The unlikely duo forms an uneasy alliance: Milo brings chaotic future knowledge, comic book references, and reckless innovation; Tarzan brings unmatched physical skill, strategic instincts, and the jungle itself as a weapon. Together, they uncover a growing mystery: someone else has learned to exploit time travel, using the past as a battlefield and resource. What begins as a survival story quickly escalates into a hidden time war, with Tarzan’s jungle as ground zero. As paradoxes multiply and reality begins to fracture, Milo must find a way to repair time before it corrects itself violently... by erasing everything in its path. Blending sharp comedy, high-energy action, and escalating thriller elements, Time, Tarzan, & Terrible Ideas reimagines a classic legend through the lens of modern sci-fi, exploring destiny, responsibility, and the consequences of asking “what if” one time too many.
Ivan_Maximus_Edwin_3514 · 97.7k Views