Land Grab: Vallor - An Incremental Kingdom Building Fantasy
Synopsis
The Kingdom Must Grow.
As the second son of the king, Laryn was never meant to rule. He expected to live out his days as a soldier and general, fighting in his older brother’s battles and serving as a war-time advisor.
But Laryn always wanted something more. He thought he would be better suited for the life of a king. So he risked everything to steal an ancient relic and slip away into the unclaimed lands, bringing along his younger brother.
Things went bad from the start; when a swarm of gigantic, insect-like monsters attack Laryn and cut his journey short. Injured and alone, he activates an ancient relic and suddenly becomes a [Ruler] with a special power: rewinding time to undo his mistakes.
To survive, he must expand his kingdom, claiming territory a hexagon at a time.
As his territory grows, his power increases. At every turn he is opposed: Warlords and cultists. Traitors. Elves and goblins. A mysterious, sentient rot spreading blight over the land, threatening to overrun humanity and destroy everything he’s ever known.
With the ability to undo mistakes, Laryn must choose between the subjects who need him or the impossible dream of reclaiming what he once had. Will he be worthy of the crown?
What to expect:
⬡ Hexagons ⬡
⬡ LitRPG ⬡
⬡ Maps ⬡
More by William Reigns
All share LitRPG, Progression and Male Lead
Chapters 94
- 1 Welcome - Intro Page
- 2 01. Drowning in the Ebil (Revised)
- 3 02. A Conqueror's Core (Revised)
- 4 03. The Administrator (Revised)
- 5 04. Voidling (Revised)
- 6 05. [Sift] (Revised)
- 7 06. Claiming Hextiles (Revised)
- 8 07. Leaving the Island (Revised)
- 9 08. [Ruler] (Revised)
- 10 09. The Kingdom Must Grow (Revised)
- 11 10. Voidlord
- 12 11. Void Heart
- 13 12. Fortify the Core
- 14 13. Exploring the Island
- 15 14. Refugees
- 16 15. Kingdom Management
- 17 16. Thieves
- 18 17. Accusations
- 19 18. Missing
- 20 19. Found
- 21 20. Vallor
- 22 21. Elves of Annar
- 23 22. Annar
- 24 23. Shadows At Dawn
- 25 24. Negotiation Tactics
- 26 25. Void Cult
- 27 26. Hard Choices
- 28 27. Tier Three: Homestead
- 29 28. Betrayed
- 30 29. A Counter to Life
- 31 30. A New Core
- 32 31. The Void Threatens
- 33 32. Road to Orfswell
- 34 33. Hostile Takeover
- 35 34. A Tragic End
- 36 35. We Need More Fire
- 37 36. Victory
- 38 37. Time to Build
- 39 38. Gold
- 40 39. Council Meeting
- 41 40. Another Kingdom
- 42 41. Kenna's Knife
- 43 42. Time to Get Festive
- 44 43. A Tense Party
- 45 44. Justice
- 46 45. A Goblin
- 47 46. The Townshold Pass
- 48 47. Hostilities at the Pass
- 49 48. Distraction
- 50 49. Where to Find a Coresmith
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