Terra
As the legend goes, five spirits visited the world that would one day be known as Terra, and gifted it with life and power. Magic flows through the veins of both its people, and the planet. Harnessing the crystalized form of magical energy known as Sacrum, mankind has entered an industrial revolution where their machines and society is fueled by magic itself. Clean and renewable, the mighty L'Imperium Reverie dominates the field of magi-tech, developing new ways to help humanity ascend. But not all are pleased by this. Opposing the empire's rise are the Tiirgun Khanate, a hegemony of beastfolk, and the superstitious orcs of Ghor. Tension grows, and all of this is watched over by the aloof and mysterious elves of Alfheim. War is inevitable. But who will emerge victorious from the greatest conflict Terra has ever seen?
True
Published Sep 27, 2020
When Sergeant Kane Thread of the 231st Imperial Magic Gunners Squad receives his latest deployment orders, he and his men are thrust into the center of intrigue between three world super powers: L'Imperium Reverie, the Tiirgun Khanate, and the Elemental Temple of Ghor. Tensions are high between humans, beastfolk, and orcs, and a single mistake could spell the beginning of an era of bloodshed never seen before! Can Kane complete his duty, his mission, without sparking a world-wide conflict? What secrets are hidden in the dusty mine he's been ordered to guard? And will he be able to overcome his shameful past? Only the Spirits know...
Published Jul 14, 2021
War has come to the empire. The beastfolk of the Tiirgun Khanate and the orcs of the Ghor Theocratic Kingdom have allied together against mankind, and prepare to launch their assaults. But the L'Imperium Reverie will not go down without a fight, and countless soldiers, from ordinary infantry to elite mages, are transferred to battlefields across the globe. Warrant Officer Kane Thread, Plague of Archen and now newly dubbed Savior of Baruda, is sent with his squad of Magic Gunners to the Gravel Coast, where orcs have invaded one of the empire's colonies. It will not be an easy fight. The orcs may seem primitive, but they have powerful magic on their side which rivals the empire's. Ordered to fight in a desperate guerilla war in order to stall the enemy long enough for the empire to build up its counter invasion forces, Kane and his men will be faced with danger and intrigue on all sides. But like always, they shall do their duty.
Published Jul 16, 2022
The empire's war against the orcs and the beastfolk has raged on, and no end is in sight. The trenches of the east run red with blood, and the sands of the south hide numerous dangers. Unrest boils within the empire itself, and their own allies begin to waver. In the midst of all this chaos, Warrant Officer Kane Thread is reassigned to an important diplomatic mission; guarding the empire's ambassador to the elves of Alfheim. Treachery and intrigue await the mages of Magic Gunner Squad 231, and it is up to Kane to help his men survive the cut-throat politics of the land of the elves.
Published Jun 24, 2023
The war grinds on, the Empire holding fast against the beastfolk of the Khanate and and the orcs of Ghor. Talks of peace are whispered in the shadow all while new discoveries about the past shed light on the events currently happening. In the midst of all this, Kane Thread and his squad are being sent on one final mission to bring the war to an end. But the odds of their success, as well as their chances of survival, are low. Yet he will not hesitate. The war must end. One way or another.