Rorkh Series by Vova Bo (1-4)
Requirements: epub, mobi, azw3 reader, 3.3 MB
Overview: Stuck at home during the lockdown, he decided to try his hand at writing. Surprisingly, it worked so well that his debut novel, Rorkh, won him the 2021 LitRPG contest organized by Magic Dome Books and 1C-Publishing at the literary portal Author.today.
Genre: Sci-Fi/Fantasy




#1 - Rorkh is a city from which waves of horror surge out, one after the other. It maims one's sense of reason and devours one’s body. And if it ever seems like you're in the clear? Get ready and get in position! Watch the skies, look underfoot - creatures can appear from anywhere at all. One is already behind you...
Few people risk going out onto the street at night. And absolutely no one goes back by the same route on which they came. But you're not likely to survive. Either some mysterious beast will devour you, or you'll lose your mind from the horrors you'll have had to endure. Ah, yes, and you'll also lose everything you brought with you. And your character, too. Want to try again? Shell out some cash for a new attempt. But you're a dead man walking all the same. Rorkh hears you praying for mercy. And it could give a damn. This city will eat you, guts and all. And it won't be anything special. So you still want to risk your life and your sanity? For the sake of a fortune in cash and universal respect? Go ahead, noob. Rorkh loves fresh meat!...
Arch is a mid-level player. He completes the usual simple quests and collects resources during the day, in order to somehow afford food and a place to live. Like all players, he dreams of making big money and the glory of the Nighthunt, but his fear is stronger than his ambitions. After all, this would mean going out for a night run, where the bet would be not only your character but also all the equipment you brought along. And battling the numerous monsters who crawled out at night? That wouldn't be easy either.
Rorkh is a game where a bullet in the head means your character is dead, regardless of their level or equipment. So in this game, where your personal skills are the most important thing, Arch, who for the first time has a decent character to work with, has decided to visit one of the top guilds for training, which is going to eat up practically all his savings.
Only thing is that the training includes a few night runs, crawling with monsters, cultists, and mystical beings. One mistake, and Arch will lose everything. And then his dreams of big money and glory will remain nothing more than dreams.
In order to avoid this, Arch has put together a team of students like himself, and has gone out on a night match with experienced players. The newbies have a simple task: cover the Guild's main strike force. A problem arises at the very outset, however, when this main strike force is practically annihilated by a group of monsters. Then it's a handful of noobs against hundreds of monsters, and a long way to go to reach any safe exit...
#2- New runs, new monsters, new threats and Dark Gods, but along with them come new comrades and new mentors. The real Rorkh has turned out to be totally different than Arch imagined, and the skills and knowledge he's acquired so far are obviously not going to be enough to survive here.
And besides that, events have spun out of control way too quickly. First, his hunter ended up in Rorkh's psychiatric hospital, where twisted experiments are conducted in the basements with the goal of creating obedient supersoldiers. Then he had to fight off wave after endless wave of monsters attacking the City. And meanwhile, some player or other is constantly trying to kill Arch, and these attack at the most unexpected times...
As if that weren't enough, a player known as the Psycho Swordsman - considered a legend in Rorkh - has recently emerged from obscurity. And this psychopath completely lives up to his name. It'd be one thing if he just went about his business, but no. The Swordsman has some kind of serious problem with Arch, even though he's never met him before.
Too many events have begun swirling around Arch; too many powerful players are taking an interest in him. The tension is growing, and it seems like something terrible is looming. And when it seems that way in Rorkh, it's best to reload your guns and keep your eyes open. Something might already be standing behind you.
#3 - The dehunters have gotten what they came for, and - finally - they've left our hero alone. The only thing is that now, it's Arch who has a problem with the Council of Thirteen Guilds.
Everything that went down proved just how weak and helpless our hero is. And that for a full-on war against the dehunters, he's going to need a new approach. A new unit, new dark equipment, new hunters and combinations. Shapeshifters, Vampires, Shadow Assassins, Malefactors, Necromancers, and (of course) Demi-Demon hunters. Arch is using recordings from Red, a legendary player, creating something new and unique on the solid foundations they provide.
Where standard groups have to bow out, Arch's new unit - the Sunrise Demons - awaits its finest hour. They're the hair of the dog - the monsters killing monsters.
No longer are they literally out there hunting beasts; no more quests, no more closing activities. Just revenge and PVP.
Except something else is developing in Rorkh at the same time. Rumors abound about the upcoming Great Defense, and the guilds aren't letting anything stand in their way as they gather strength in preparation. As ever, the Psycho Swordsman is ruining everyone's plans, having set out on a hunt for our hero. And the Sunrisers themselves are constantly trying to use Arch's unit for their own ends.
All this has led to a real shortage of resources for the team. And so every run is an all-or-nothing gamble - this unit has no choice but to go all-in, every time.
#4 - Arch’s meeting with Prime himself - the head of the Council - turns unexpectedly into a trap. The war between the Sunrise Demons and the Dehunters moves into a new phase, one in which every player is going to be affected.
As if that weren’t enough, a mole is discovered within the unit, siphoning information off to a third party. And dehunters are now roaming Rorkh in dark setups of their own, depriving Arch and his unit of any scrap of an advantage in PVP.
In addition to all that, Arch has become acquainted with Red, a legend among Shooters in Rorkh. Arch requests to train with him, but Red has one condition: Arch is going to have to leave the Guild and cut off all ties during this training. And he’s going to have to do it while the war with the dehunters is proceeding at high intensity, something for which Arch is directly responsible.
Meanwhile, many players are changing sides and joining the dehunters, so the balance of power has swung decidedly in favor of Arch’s enemies. And if he doesn’t find a way out of this seemingly impossible situation, then the Sunrise Demons - and many others, as well - might find that there’s no place left for them in Rorkh...
Download Instructions:
#1-3
https://uploadrar.com/nko0mhjf4t6p
(Filehost down) http://www.centfile.com/39n7y3d4oe9o
#4
https://www.upload-4ever.com/3394wpux7al8
(Filehost down) http://www.centfile.com/iy14l99fe6ff
Trouble downloading? Read This.
Requirements: epub, mobi, azw3 reader, 3.3 MB
Overview: Stuck at home during the lockdown, he decided to try his hand at writing. Surprisingly, it worked so well that his debut novel, Rorkh, won him the 2021 LitRPG contest organized by Magic Dome Books and 1C-Publishing at the literary portal Author.today.
Genre: Sci-Fi/Fantasy
#1 - Rorkh is a city from which waves of horror surge out, one after the other. It maims one's sense of reason and devours one’s body. And if it ever seems like you're in the clear? Get ready and get in position! Watch the skies, look underfoot - creatures can appear from anywhere at all. One is already behind you...
Few people risk going out onto the street at night. And absolutely no one goes back by the same route on which they came. But you're not likely to survive. Either some mysterious beast will devour you, or you'll lose your mind from the horrors you'll have had to endure. Ah, yes, and you'll also lose everything you brought with you. And your character, too. Want to try again? Shell out some cash for a new attempt. But you're a dead man walking all the same. Rorkh hears you praying for mercy. And it could give a damn. This city will eat you, guts and all. And it won't be anything special. So you still want to risk your life and your sanity? For the sake of a fortune in cash and universal respect? Go ahead, noob. Rorkh loves fresh meat!...
Arch is a mid-level player. He completes the usual simple quests and collects resources during the day, in order to somehow afford food and a place to live. Like all players, he dreams of making big money and the glory of the Nighthunt, but his fear is stronger than his ambitions. After all, this would mean going out for a night run, where the bet would be not only your character but also all the equipment you brought along. And battling the numerous monsters who crawled out at night? That wouldn't be easy either.
Rorkh is a game where a bullet in the head means your character is dead, regardless of their level or equipment. So in this game, where your personal skills are the most important thing, Arch, who for the first time has a decent character to work with, has decided to visit one of the top guilds for training, which is going to eat up practically all his savings.
Only thing is that the training includes a few night runs, crawling with monsters, cultists, and mystical beings. One mistake, and Arch will lose everything. And then his dreams of big money and glory will remain nothing more than dreams.
In order to avoid this, Arch has put together a team of students like himself, and has gone out on a night match with experienced players. The newbies have a simple task: cover the Guild's main strike force. A problem arises at the very outset, however, when this main strike force is practically annihilated by a group of monsters. Then it's a handful of noobs against hundreds of monsters, and a long way to go to reach any safe exit...
#2- New runs, new monsters, new threats and Dark Gods, but along with them come new comrades and new mentors. The real Rorkh has turned out to be totally different than Arch imagined, and the skills and knowledge he's acquired so far are obviously not going to be enough to survive here.
And besides that, events have spun out of control way too quickly. First, his hunter ended up in Rorkh's psychiatric hospital, where twisted experiments are conducted in the basements with the goal of creating obedient supersoldiers. Then he had to fight off wave after endless wave of monsters attacking the City. And meanwhile, some player or other is constantly trying to kill Arch, and these attack at the most unexpected times...
As if that weren't enough, a player known as the Psycho Swordsman - considered a legend in Rorkh - has recently emerged from obscurity. And this psychopath completely lives up to his name. It'd be one thing if he just went about his business, but no. The Swordsman has some kind of serious problem with Arch, even though he's never met him before.
Too many events have begun swirling around Arch; too many powerful players are taking an interest in him. The tension is growing, and it seems like something terrible is looming. And when it seems that way in Rorkh, it's best to reload your guns and keep your eyes open. Something might already be standing behind you.
#3 - The dehunters have gotten what they came for, and - finally - they've left our hero alone. The only thing is that now, it's Arch who has a problem with the Council of Thirteen Guilds.
Everything that went down proved just how weak and helpless our hero is. And that for a full-on war against the dehunters, he's going to need a new approach. A new unit, new dark equipment, new hunters and combinations. Shapeshifters, Vampires, Shadow Assassins, Malefactors, Necromancers, and (of course) Demi-Demon hunters. Arch is using recordings from Red, a legendary player, creating something new and unique on the solid foundations they provide.
Where standard groups have to bow out, Arch's new unit - the Sunrise Demons - awaits its finest hour. They're the hair of the dog - the monsters killing monsters.
No longer are they literally out there hunting beasts; no more quests, no more closing activities. Just revenge and PVP.
Except something else is developing in Rorkh at the same time. Rumors abound about the upcoming Great Defense, and the guilds aren't letting anything stand in their way as they gather strength in preparation. As ever, the Psycho Swordsman is ruining everyone's plans, having set out on a hunt for our hero. And the Sunrisers themselves are constantly trying to use Arch's unit for their own ends.
All this has led to a real shortage of resources for the team. And so every run is an all-or-nothing gamble - this unit has no choice but to go all-in, every time.
#4 - Arch’s meeting with Prime himself - the head of the Council - turns unexpectedly into a trap. The war between the Sunrise Demons and the Dehunters moves into a new phase, one in which every player is going to be affected.
As if that weren’t enough, a mole is discovered within the unit, siphoning information off to a third party. And dehunters are now roaming Rorkh in dark setups of their own, depriving Arch and his unit of any scrap of an advantage in PVP.
In addition to all that, Arch has become acquainted with Red, a legend among Shooters in Rorkh. Arch requests to train with him, but Red has one condition: Arch is going to have to leave the Guild and cut off all ties during this training. And he’s going to have to do it while the war with the dehunters is proceeding at high intensity, something for which Arch is directly responsible.
Meanwhile, many players are changing sides and joining the dehunters, so the balance of power has swung decidedly in favor of Arch’s enemies. And if he doesn’t find a way out of this seemingly impossible situation, then the Sunrise Demons - and many others, as well - might find that there’s no place left for them in Rorkh...
Download Instructions:
#1-3
https://uploadrar.com/nko0mhjf4t6p
(Filehost down) http://www.centfile.com/39n7y3d4oe9o
#4
https://www.upload-4ever.com/3394wpux7al8
(Filehost down) http://www.centfile.com/iy14l99fe6ff
Trouble downloading? Read This.