
Books
The Twilight Company
Level up. Earn Abilities. Gain overwhelming power.
Tempest, fired from his job and dumped by his girlfriend, opens a package from his former employer—only to be transported into realm of magic, monsters, and cute goblin thieves who can’t keep their hands out of his pockets.
He’s entered the world of Rathos as a ‘venturer’: beings attuned to magic via enchanted glyphs in their palms.
Using the glyphs, Tempest tracks his progress in terms of levels and attributes, but that growth only comes from battling vicious monsters and clearing deadly dungeons.
Along the way he befriends dwarves, elves, demonkin, (and maybe the goblin) to form the Twilight Company, a group committed to saving Rathos—as long as the contract pays well.
As Tempest’s levels increase, however, so does his appetite for more abilities. He’ll have to decide which is more important: his new friends in the Twilight Company…or power.
Hero Dawn Online
A fantasy LitRPG coming soon from Aethon Books!
Do you want to level up, earn abilities,and gain overwhelming power? Are you ready for magic, monsters, and mayhem? Then dive into the world of the Twilight Company with The Adventurer's Glyph, the first installment in a new fantasy isekai LitRPG series!
The party: Tempest the druid, our isekai bro from Earth; Snikki, a goblin thief skilled in Arachnid Magic; Tudda, a dwarven cleric who loves smashing things with her warhammer; Shadeheart, a conceited, fallen paladin; Nightsorrow, a demon assassin skilled in Shadow Magic; Mourndancer, a dark elf brother-sister bard duo who are cursed; and Proudpaw, a canavar (think tabaxi) ranger who is the mother hen of the group. Together they’ll have to protect their world from monsters–if they can get along.
Progression is showcased via a magical glyph in each character’s palm, showing their stats, levels, and abilities. The only way to level up is to take contracts from the wizard factions who rule that world and gain XP. That means slaying monsters. A LOT of monsters.
So if you like detailed character progression, adventure, fantasy hijinks, and the ultimate test of friendship, the Twilight Company has a place for you at their campfire.
Now that Tempest and the Twilight Company has acquired a smidgen of fame and fortune, they’re in demand—and not always in a good way. A wizard faction hires them to investigate a problem with Rathos’s ‘prison planes’: demiplanes where criminal venturers are held.
At first, Tempest is horrified that venturers would be imprisoned at all; they’re the ones protecting Rathos from monsters—but those criminals fend off otherworldly invasions. Worse, a rival necromancer is using those prisoners in a scheme to unleash undead across Rathos. It’s up to Tempest and his friends—Snikki the goblin thief, Tudda the dwarven cleric, Shadeheart the human paladin, Tharakhi the demonkin assassin, Mourndancer the dark elf bard, and Proudpaw the canavar ranger—to stop them. Well, once they level up first.
Yet Tempest finally finds other druids to teach him more Gaian Magic; power that others have nearly eradicated druids for. Power they don’t think he should use to fix the prison planes. Tempest must choose what sort of druid he’ll be—not only to save Rathos and his friends, but to remain true to himself.










