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274 pages, Kindle Edition
First published June 7, 2017
Title: Viridian Gate Online #3: The Jade Lord
Author: J.A. Hunter (James A. Hunter)
Genre: LitRPG / Fantasy / Science Fiction
Publisher: Shadow Alley Press (Indie LitRPG powerhouse)
Release: June 7, 2017 (Audible/Kindle)
Length: 274 pages / ~11 hours audio
Average Rating: 4.19 (3,800+ ratings)
All right, pack, gather round the bonfire. I just came in from the cold after finishing “The Jade Lord,” book three in James A. Hunter’s Viridian Gate Online saga—a series that’s supposed to hit that sweet spot for LitRPG fans: digital survival, moral dilemmas, MMO mechanics, and a world on the edge of annihilation. Hunter’s still got his paws on the indie LitRPG pulse, and Shadow Alley Press is churning out these titles faster than a wolf on the hunt. But is this the apex predator of LitRPG, or just another pack runner, chasing its own tail?
This is a long, wild, sometimes teeth-grinding trip through Eldgard—a virtual world built to save humanity’s mind as Earth is blasted by an asteroid. And I’ll tell you straight: this entry left me more confused than hyped, with enough missed story beats to make even an old wolf dizzy.
The bones of the story?
We’ve got Jack Mitchel—aka Grim Jack—now the face and founder of the Crimson Alliance, one month after uploading his mind to the MMO-turned-refuge for a dying world.
Three weeks dead. Two weeks running a faction. One week since world-ending asteroid. Seven days since he took the Imperial city of Rowanheath. Now the whole of Eldgard is set to erupt in war, with Jack squaring off against Robert Osmark, the “Emperor” and original dev overlord, who’s itching to wipe the Crimson Alliance off the map.
Jack grabs onto a new high-stakes quest—The Path of the Jade Lord—hoping it’ll give him and his underdog pack a shot at survival. This “Death-Head” quest is one of those insane, no-respawn, win-or-lose-everything deals that seems like it was coded by a sadistic game designer on a Red Bull binge.
Expect a parade of deathly dungeons, eldritch dragons, political intrigue, and enough forced moral choices to make a cleric weep. Worldbuilding stays high fantasy—dwarves, elves, imperial cities—but filtered through game code. The action is all killer, no filler; but as the blizzards roll in, a lot of the flavor gets lost in the whiteout.
James A. Hunter’s territory is the wilds of indie LitRPG—VGO, Yancy Lazarus, Rogue Dungeon, et al. The dude’s got hustle, cranking out series for every breed of reader who ever rolled a 20-sided die. No Hugo or Nebula statues on his shelf, but his stuff stalks the Audible/Kindle LitRPG charts like a hungry wolf.
Hunter’s writing style is kinetic: dialogue-heavy, action-driven, heavy on mechanics, sometimes shallow on the emotional snowdrifts. It’s all about pacing and momentum, but subtlety? Not this pack leader’s thing.
Grim Jack is a classic “reluctant alpha”—part underdog, part plot-armored legend. Supposedly a 32-year-old EMT, but often comes off like a newbie lost in the frost, blushing, floundering, and occasionally making tactical face-paws. He’s got a moral compass that spins like a loose weather vane, torn between survival and virtue.
The side pack?
- Abby: Once Jack’s equal, now reduced to “romantic support wolf” and occasional moral mouthpiece. Her biggest job seems to be pushing her hair behind her ear every scene and giving Jack a guilt trip.
- Forge: The southern ox, comic relief, and occasional philosopher—but his characterization is as stable as a snow bridge in spring.
- Osmark: The “Big Bad,” more cardboard than cold-blooded; threatens but never truly delivers a chill.
- Amara, Vlad, Cutter: Sometimes fun, sometimes flavorless. Some reviewers say Cutter steals the show. The rest feel more like XP-fodder than living, breathing members of the Crimson Alliance.
Hunter’s strength is stacking the party and keeping the quest moving, but the relationships? Like snowflakes—pretty, but melt as soon as you look closer.
Hunter’s got a formula, and he sticks to it like a wolf to his territory.
Short chapters, relentless pace, and everything built around the next “urgent” quest. Tooltips and mechanics explanations pop up like rabbits—again and again—even if you’ve read the first two books. Some folks love it; others (me included) wish Hunter would let us run without a leash once in a while.
The structure is hyperlinear. It’s always main quest, always “Death-Head” or “Infernal” difficulty, always save-or-die stakes. Side quests? Light as snowflakes—blink and you’ll miss ‘em.
The book jumps PoVs sometimes and jumps between plotlines fast, but the transitions can be so abrupt it’ll make you howl in confusion.
This series gnaws on power, morality, free will, and digital immortality. Jack constantly faces choices that test his honor, but the book often delivers these as blunt-force trauma rather than with a deft touch. It’s all very “don’t become the monster you fight”—but with enough moral whiplash to leave your neck sore.
Themes of consequence are undermined by the overuse of “deus ex machina” and a lack of real stakes. Jack wins by luck, the gods (AI overlords) are inconsistent (helpful one chapter, evil the next), and “consequences” are often hand-waved or skipped.
The writing style is accessible, dialog-focused, and heavily slanted to “tell, not show.” You won’t find much subtext, but you will find every emotional beat hammered home.
No erotica, harem, or adult scenes to speak of. Zero spice. Jack and Abby’s romance is mostly off-screen and as vanilla as a snowdrift. The most you’ll get is longing looks and a lot of “pushing her hair behind her ear.” If you’re looking for alpha heat or even emotional fireworks, you’ll find more passion in a block of ice.
The premise: upload humanity’s minds into a full-dive MMORPG as the world ends. Now, that’s a killer hook! The world of Eldgard is rich—magic, monsters, dungeons, dragons, dwarves, and enough lore to stock a wiki. But while the backbone’s there, the meat is often undercooked.
Some of the best parts (like the “Ocean’s Eleven” heist quest or the political set pieces) are unique, but too much gets left on the editing floor. For a world filled with “millions” of players, it often feels empty—like everyone else is just off-camera or doesn’t matter.
The MMO mechanics are a double-edged sword: they make the world rules clear, but the endless tooltip dumps and lack of genuine grinding or exploration kill the “lived-in” feeling. The plot railroads Jack from event to event, making the “game” world feel more like a backdrop than a living place.
Strengths:
- Relentless, popcorn-munching action
- Accessible writing and fast pacing
- Some genuinely clever set pieces (the heist, dragons, boss fights)
- A cool, if underutilized, premise
Weaknesses:
- Flat, inconsistent character development; Abby and Amara sidelined, Jack too often plot-armored and passive
- Overuse of the same quest structure (everything is “do or die”)
- Tooltips and game explanations drag after three books
- World feels empty and repetitive, with stakes that never truly land
- Jumping perspectives and plotlines confuse more than they clarify
- No real consequences or emotional payoff; everything is set up, few things get paid off
Hunter’s VGO series is like the wolf running in circles: always moving, but rarely gaining new ground. Compared to the first two books, “The Jade Lord” is bigger, but not deeper.
Compared to other LitRPG greats (like Awaken Online, The Land, or even Hunter’s own Yancy Lazarus series), this one chases action over emotion, and MMO mechanics over immersion.
It stands out for its premise and accessibility, but blends in with a thousand other indie LitRPGs when it comes to character and world depth.
As the ice alpha wolf, I wanted to run with this pack and feel that rush—but instead I found myself lost in the blizzard, tail tucked, frustrated by plot holes and character face-paws.
The audiobook, in particular, left me even more confused—too many jumps, not enough glue, and a pacing that felt like missing half the story. I was pulled along, sure, but more like a sled dog on a wild run, not because I cared about where we were going.
Did it make me howl? Sometimes—in both good and bad ways. Was I invested? Only halfway. There’s a skeleton of a great story here, but too many bones are missing.
Would I recommend it? If you’re already deep into VGO, sure—this is another loop on the trail. If you crave relentless action and don’t mind shallow world-building, you’ll get your fill. But if you want a pack you can trust, characters with bite, and a world you can lose yourself in, you might want to sniff out something else.
Rating: 6/10 – Fast, loud, and occasionally clever, but too often lost in its own blizzard. A wild run, but I came home cold, hungry, and wanting more substance.If you’re just here for the dragons, boss fights, and MMO lingo, you’ll have a decent time. If you want a true alpha’s journey, this one’s still howling at the moon, waiting to find its pack.