Rise of Mankind Series
Written by Jez Cajiao
Narrated by Neil Hellegers
5/5
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About this series
Matt and many of his people are alive, and they've found a new ally, more or less, but the damage done to the dungeon and its future are beyond measure.
Time and great effort are needed to repair the cracks, to seal the warping and to rebuild, but the world after the fall isn't somewhere anyone can afford to wait around in. Matt and his people must push on, they must grow, they have to rise up if they are to have any chance of surviving, after all; The Nexus Gates are opening, and those that were hoped to be allies, or even one day friends, are not to be trusted . . .
Visitors will be coming soon, and who knows if a hand offered in friendship, hides a dagger . . . or a claw.
Titles in the series (5)
- Age of Stone
1
In all the games Matt has played, Dungeons are places to raid, places you dream of conquering, but when the world is stripped of electricity, and the first mana-twisted beasts start to prowl, the games all come to an end . . . Matt's just an ordinary guy, but when he's beaten, robbed, and left for dead, bleeding out at the bottom of a gully, it all has to change as he grasps frantically at his only chance for survival, coming as it does in the form of a glowing, dangerously pulsing light. With his reality forever altered, Matt must quickly find a suitable place to deploy the Dungeon Core, fighting his way through the hundreds of people between him and safety, because if he doesn't do it soon, a Core Detonation will solve all of his problems for him . . . permanently. Welcome to the New World.
- Age of Bronze
2
A world gone mad. Creatures of nightmare walk the streets, but worse are those we once knew . . . Matt survived the Dungeon's founding, and managed to gather a small, but dedicated team to him, but when he finds his is not the only Dungeon in the area, he has a choice to make. Attempt friendly co-existence, but lose the element of surprise, or attack, and risk it all? Matt has learned the consequences of being too trusting when the world collapses around you, but is the path of grim dictator any better? Can he trust those around him? When those he left behind seem to be abusing his gift?
- Age of Iron
3
Matt and Chris have made it home ahead of the undead curse, but at what cost? The dungeon is surrounded, the refugees have made it to safety, but . . . they need food, water, space to recover and rest, and none of these things come cheap. That cost must be paid in mana. Mike and Kelly were sent to bring reinforcements from the park, but they're walking into a meatgrinder, one that will strip the life from them, then raise them to besiege those they love . . . Matt has only one chance . . . lead the refugees, forge them anew into a force that can face the undead, in their tens of thousands. Worst of all . . . the beer's damn well warm.
- Age of Steel
4
The rising wave of the undead has been stilled, the Lich Lord Daedalus defeated, and the dungeon is safe . . . for now. Now comes a time of growth, of calm and restructuring as the dungeon upgrades and the new alliances settle . . . but not all is peace and love. The gangs are rising, the asuras spread, and the dead never truly rest . . . The Age of Steel has begun . . .
- Age of Forged Steel
5
The Dungeon falls silent. The trumpets of war sound nearer. The walls of our reality tremble. Matt and many of his people are alive, and they've found a new ally, more or less, but the damage done to the dungeon and its future are beyond measure. Time and great effort are needed to repair the cracks, to seal the warping and to rebuild, but the world after the fall isn't somewhere anyone can afford to wait around in. Matt and his people must push on, they must grow, they have to rise up if they are to have any chance of surviving, after all; The Nexus Gates are opening, and those that were hoped to be allies, or even one day friends, are not to be trusted . . . Visitors will be coming soon, and who knows if a hand offered in friendship, hides a dagger . . . or a claw.
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