Just as Hall is finally getting used to his new reality, the rules change again.
It's been weeks since Hall and his newly formed guild, the Breakridge Irregulars, returned to Skara Brae. The village continues to grow but faces new challenges every day. Gaining a level opens fresh quests for Hall to take on, and leads the Breakridge Irregulars on a voyage for their first dungeon crawl in an updated Sky Realms Online.
Hall will encounter prisoners from unknown lands, demons, new foes and more in the tunnels of the abandoned Dwarven outpost of Greenfire Depths. Before the glitch that trapped Hall and his friends in the game, the Desmarik Republic was a rumored expansion. Hall will discover they are anything but rumors and have designs on all of Hankarth.
New questions, discoveries and a change to experience gains highlight just how much the game is still evolving.
Don't miss the exciting fourth installment of the Sky Realms Online LitRPG Series. Grab your copy today!
Born and raised in the granite state of New Hampshire, Troy is a lifelong and avid reader of comic books and novels (mostly in the fantasy, sci-fi and adventure/thriller genres). The ongoing serial storytelling methods of comic books and television has always fascinated him and provided inspiration for his writing. He’s always had a love of creating and world building and dreams of someday seeing his creations expressed across all media: books, comic books, movies, TV and even toys.
When not writing, Troy can be found outside hiking, kayaking or out back at the bonfire with beer in hand. Don’t expect to bother him during football season, especially when the Patriots are playing.
Early in this series (the first book, if memory serves) Mr. Osgood gave a hint that he had a long story arc planned. In this book, he give a clue to how long that arc may be. Thanks to his clues, I expect this series to run for nine to fifteen volumes. I'm not sure how many "side quests" and strands of plot the story will split into before drawing back together for the conclusion of Hall and the Breakridge Irregulars adventures, but I am settling in for the long haul.
The characters continue to grow and evolve -- which is made quite apparent via the metric of Hall's regularly reviewed character sheet and constantly updated skill gains. I begin to wonder if we, the readers, will be given a look at the character sheet metrics of Roxhard, Jakoby, Sabine, Seo, and other characters. Fortunately, such meta-concerns don't matter to the action of the novel; which sees Hall and the majority of the Breakridge Irregulars setting forth on the first major quest as a guild/faction.
This first quest is primarily motivated by Skara Brae's desperate need for money and more citizens of various professions. What the quest reveals is trouble for all of Hankarth. The Desmaric Republic is coming! Life in the Realm of Floating Isles has just become much more interesting and far, far more deadly.
This entire review has been hidden because of spoilers.
A lot of fun- Loads of fighting but less Story 4.5🌟
Language: none Violence: PG13- RPG violence, moderate gore Sexual content: alludes to an intimate relationship, Parents: addresses the stresses of leadership, shows sacrifice for the benefit of others, nothing descriptive in terms of sexual content—mostly allusions and rather vague references to intimate relationships or activities.
My 16 year old son has been reading this series as well and thoroughly enjoys these books. Honestly some of the covers have made me wonder how clean they would be but so far they have continued to stay free of sheet romping scenes and the language has remained clean.These are great for middle grade to adult readers that love RPG D&D like books but looking for less to muck through in the stories. This book was a great addition to the series. There was a lot of fighting in this one and it finally has a dungeon crawl but did lack a bit in the storyline or backstory behind the quest.
Narrator is high quality as always and simply fun to listen to.
Now that Hall has reached level 6, he is able to make contact with his kind of friend and “merchant”. The “merchant” gives him a treasure map. They strike up a deal and Hall and team are headed out in the new airship. The problem is that the treasure map is not very detailed and it is going where no one from these near islands have been. Can you say uncharted territory? I knew you could.
Hall and the guild, the Breakridge Irregulars, find a dungeon or old dwarfish halls. But they also find ships unlike any that have been seen before. Hall and team rescue a captive of one the ships. They learn that she is a magic user and demon summoners are in the dungeon using her people to set off the traps. Will Hall and team help her rescue her people? Duh? Otherwise the story is over.
I very much enjoy the village building--the development of the new basic village, and day to day life, all the decisions.
The dungeon crawl is not too interesting to me, and it wasn't in an earlier installment, either. I realize this is probably the main attraction to many readers.
However, I have always been a keen reader of ordinary folks caught up in extraordinary situations, and that is why "just surviving" and even growing, is so fascinating to me. The author does a really good job of this, and should write more of it in the next installment, instead of half the book or more on a dungeon crawl (which is very tedious and my mind wandered away a lot).
I gave it the benefit of the doubt with my rating, as I want to read more in the series.
Finally you are starting to see where the heroes journey could be leading them. I think I would like to see more of the grand arch coming through the story instead of hunting at it; so much of the individual books just hint at what could be there and end up not really connecting to each other.
The publisher should be ashamed for sloppy editing at the end of the book. In the notes "from the publisher" it printed the message "thank you for reading the second book in the series." This is book four people.
Book 4 in the series sees Hall still trying to build up Skara Brae, with his band of friends. Things have changed a bit in that Leigh and Hall are very much in love, and are openly showing this, which isn’t a problem for most, although Sabine seems a bit funny with it still. Roxhard continues to be a loyal friend, and although his is still struggling with his position in the game, he has become more accepting of this since his time at the home of the Dwarves, the quests to find his heritage, and becoming one of the Stonefire clan. Sabine continues to be angry, struggling with her position, unhappy with how things are, unsure of her position in the game, and just everything in general. This is causing a rift with Caryn, and for the first time we get to see the story through Caryn’s eyes and how she is feeling and coping with things as well. Whilst she has come to accept her place in the game, loving the fighting aspect of the game, she is obviously not happy with her relationship with Sabine, feeling that all she has done is swapped one poor relationship (the one that got her trapped here), for another – because she was desperate for companionship. However, she sees in Hall, Roxhard, and even Leigh and Jackoby, good friends, and a loyal leader in Hall. It is fascinating reading the dynamics of these characters and the interplay of this complex set of Players (and the NPCs), as they struggle to adapt to this new life, the roles they have and the relationships it means they have to form. We still see most of the story through Hall’s eyes, and it is interesting how he has such an accepting perspective of things, the ‘Glitch’ happened, he is here, there is nothing he can do about it, so, just get on with it. It is made easier for him in that he didn’t really like the life he had (Single, pudgy, crap job, bored of life – the whole reason he was logging so much time with Sky Realms Online), and this life is exciting and he now has Leigh. At the start of Greenfire, Leigh gets two new Druids to help her at the Grove, the Council of Druids has sent her some help, feeling that she is probably too junior to be looking after such an important world branch all on her own. Surprisingly though, one of these is an actual Player, Sao, who was sent to a strange place at the start of the game, and caught up in some different quests with a Druid. He is a welcome addition to the group as he is not only of a decent level, but he is accepting of NPCs and happy to be with them. As with the other stories, this is a multi-faceted adventure, there are several different adventures told with a couple of minor adventures at the start of the book, before we reach the main ‘adventure’ at the end of the book that is the reference of ‘Greenfire’ – which refers to the ‘Greenfire’ Dungeon. I am not going to give too much away, I don’t want to give away spoilers, as the action in this book is brilliant. At the start, there is some interesting world-building as Hall and some of the crew go back to Silverpeak and try and find some much needed help for Skara Brae (They are missing a lot of different skill sets, blacksmith, leather worker, alchemy etc). The real adventure though is when Hall accepts the mission from Dyson (having reached Level 6 and being able to do so), and Dyson gives him a treasure map to find the Greenfire Dungeon, lost in a hidden part of the floating islands. And so the adventure begins as the Ridgerunner has to head out, and follow the route on the map through a perilous journey through uncharted areas of flying islands that no one has been before (and no one has claimed – it is interesting as normally in the old game, the ships just ‘flew’ straight to places as in black screen, you’re there, but now, they have to actually ‘fly’ – and see all the different dangers!!). But the greatest threat they face is not the journey there, or even the Dungeon itself, it is what is waiting for them at the Dungeon that is the true threat. Osgood has done a masterful job of continuing to create intrigue, and develop the world of Hankarth into something that is just stunning and magical. You find yourself getting lost in this world, and almost wanting to suit up in a VR rig so you can join in it is just so brilliant. The character work continues to be one of the true highlights of the series, as mentioned above, each of the main characters is growing in their own right, but so are the various NPCs, and we get to meet several new ones In this book to. As with the previous books, the combat continues to be thrilling and engaging, but not ridiculously overly detailed, sometimes Authors have a tendency to tell us everything, like how someone picked up a sword – Osgood sticks to the core aspects of the fighting so it is just gritty and captivating. The LitRPG aspects continue to be interesting as well, without being overwhelming for a LitRPG. Given it is book 4, Osgood has started to remind us of a few earlier weapons and other attributes as well, which is helpful, because it saves having to go back to an earlier book trying to remember what something (someone) did. The stat information is clear, interesting, without becoming extreme. This continues to be an exceptional Fantasy series, one of my favourite LitRPG, Sword & Sorcery style (and multiple other genres), at the moment, it is just so good. I am already onto book 5, and thankfully book 6 just dropped!! Don’t miss out on this, it is just Exceptional!!
The three previous books in the series were good, but this one is my favorite so far! From story and character progression to how is not as predictable as some of the books in the genre. Troy did a great job on this book and made me wish the next two were out as well!
I can really get into the mind of the main character. I am seeing the connections between actions and events, and see there is a big picture showing there are reasons for what the main characters went through, and there is no luck involved...
Dungeon, map, new enemy, bigger picture. Check check check. Pretty entertaining romp, isn’t quite using the airship mechanic as well as it could: but with upcoming nations at war and custom shipbuilding some high stakes ship vs ship combat
For me this series is boring there is No suspense in the good and bad characters to include the fight scenes. Only the Champion tournament can make finalizing this series interesting again?
After the merchant handed Hall a treasure map. Hall's itch for adventure soon overwhelmed his need to settle down and take care of Skara Brae. So grab on to Greenfire and hang on to your seat because Pavi Proczko has an action-driven story that'll take you away.
Just as Hall and his group are settling in to their new life, the rules change and now they must figure out what that means to them as they move forward. Now that things have settled Hall is tasked with moving his town along in that journey. They are just far away to make most things hard so Hall decides to see what he can do. He looks into adding a post office, and maybe even joining the cartographers guild (it seems he is needed more than he needs them) but still negotiating for the things the town needs come first and foremost. This installment of the Sky Realms series is one of change, that is to not to say that there aren't loads of action and suspense because there is especially when he meets a demon, and there are new friends to met and of course quests galore, so take a trip with me into the lands of Sky Realm and see where you fit in. Of course if you want the full immersion feeling of being there and a part of the group than try the audio narrated by the wonderful voice of Pavi Proczko you won't be disappointed.