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About Dakota Krout
Author of the best-selling Divine Dungeon, Completionist Chronicles, and Full Murderhobo series, Dakota Krout was chosen as Audible's top 5 fantasy pick of 2017, has been a top 5 bestseller on Amazon, and a top 6 bestseller on Audible.
He draws on his experience in the military to create vast terrains and intricate systems, and his history in programming and information technology helps him bring a logical aspect to both his writing and his company while giving him a unique perspective for future challenges.
Publishing my stories has been an incredible blessing thus far, and I hope to keep you entertained for years to come! -Dakota
Find me here:
My Website: MountaindalePress.com
Get access to early and exclusive content: Patreon.com/DakotaKrout
Tweet at me: Twitter.com/DakotaKrout
Chat with me on Discord: https://discord.gg/C3mEUSJ9CS
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Titles By Dakota Krout
Luke is a straightforward man. There are only a few things he wants in life: levels, things to fight to gain levels, and finding Cookie so he can fight things more efficiently. Well, better armor might be nice. Yet, the other members of his team are ready for some relaxation and fun in the sun. After all, there should be huge perks that come with stopping an invasion in its tracks, and a hero’s welcome would be a welcome change.
Surprisingly, being famous for making the Kingdom wealthy and powerful has its downsides. Namely, there is now a huge price on their heads. Ordered to flee from the political machinations, assassins, and marriage proposals, The Four soon find themselves searching for a way to pit their power against the world and make a comfy home in the desert.
The problem is, Nature likes to be left alone. When you start messing with it… Anything could happen.
Luke is an apprentice leather worker, training with his family to one day take over the business. He and his friends Andre, Taylor, and Zed have known each other forever, and swear that nothing will ever tear apart their friendship.
Then the Royal Decree comes. With the Dynasty of Dogs invading, and strange monsters appearing in the Hollow Kingdom, a draft has been implemented. Everyone seventeen or older is required to be tested for ‘Potential’. If they have it, they will join the mysterious and renowned Ascender Corps. If not, they will be drafted into the Legion as a forced recruit.
Three of the friends test as powerful, or dangerous, classes of Ascender. Luke is found to have Potential, barely, but when he steps through the portal to begin his training… he is pulled to a plane that shouldn't exist. With no class trainer, the possibility of survival is low. Luke decides that he wants to live, and keeping his humanity isn't going to help.
His best chance is going Full Murderhobo.
Caltopia is right through the door. Ancient oaths are knocking. A thunderous new vocabulary for answering.
Artorian wakes on a brand new planet, refreshed and ready to make some mischief now that he’s back in Cal’s soul space! Eternium is old news; in fact, now that Barry is completely forked, the curtains on Eternia’s Alpha have closed. Being awake has its upsides, but there are a few… concerns.
Cal, even unconscious, is pushing the boundaries of the double-S ranks. With oaths and promises in peril should he breach that rank before letting people live their lives, Artorian will hustle and bustle to lay the groundwork for mass-decanting. Surely nothing will go wrong.
Artorian must learn how to be a Mage again, and find his legs. There’s more running to do.
Joe takes his first step into exile, and is promptly unable to breathe. This new Zone has a higher concentration of power, magnitudes denser. His first task is to survive, but mere survival is the least of his concerns.
The Zone he has landed on has been in a state of constant war for thousands of years, a tug of war between the Elven and Dwarven societies. Not choosing a side is the same as declaring both to be your personal enemy. Though he is resistant, Joe reluctantly decides to go with the group he thinks will help him grow the most—and is instantly plunged into their bitter war. To gain the freedom he desires, Joe needs to turn to the less savory aspects of his class.
Engulfed by darkness, Joe can only hope he’ll be able to snuff out the light.
Joe has been moving deeper into his study of ritual magic, and further away from his combat team. He's learning more and more, but more often than not needs to choose between his research and squad leadership. Improving the town is a huge help to the guild, and they have been pushing to increase their power.
Their rapid increases have not gone unnoticed. The guild receives an ultimatum, delivered by assassins and signed with blood. If they continue to accrue power and fame, each and every person with a grievance against the guild will come to smash the town back to square one.
With tensions coming to a head, all Joe wants to do is leave it all behind and reach the next area. He flatly refuses the guild when they ask him to devise lethal options to use against the gathering army, but when the time comes… even Joe is unsure if he'll step into the limelight and show everyone exactly how Ruthless he can be.
Joe has started to draw attention to himself and his abilities. While some of the attention is good and allows for personal growth, most of it is from various organizations that feel threatened by the sudden upswing of power that Joe’s guild—The Wanderers—are attaining.
As the threat to earth begins to reach its peak, all of humanity has a choice: flee to Eternium, or stay for an uncertain future. Some stay, some go, some don’t make the choice quickly enough. In Ardania, the human Kingdom is seeing an unprecedented influx of people. Supply and demand is an issue no matter where you go, as a civilization of a few million can’t prepare to accept an eighth of earth’s inhabitants at once.
Joe sets out to solve problems where he can, but he can’t be there for everyone… especially when a group of smiling enforcers are working to bring him down.
After the encounter at the Mage's College, Joe's name has become well-known in Eternium. While the majority of his guild is ecstatic over the bonuses that he brings them, not everyone is pleased with his rising influence. In fact, someone has been spreading rumors that Joe is unbalanced, sacrificing comrades for personal power.
As a result, Joe is forced to recruit a team of misfits and discovers that their unique abilities complement his own. With their assistance, Joe moves forward with his plans to specialize into a more powerful version of his Ritualist class.
When the dust settles, he will be forced to ask himself a simple question: was it his actions that lit the fires of war?
Conquering dungeons and using them to grow has long been the most efficient way to become a powerful adventurer. The only thing keeping the process from being easy is the Beasts that inhabit these places. Questions plague those entering this particular place of power: Where do the ‘rewards’ of weapons, armor, and heavy gold coins come from? Why is a fluffy bunny charging at me? For abyss-sake, why are there so many monsters?
Cal has all of the answers to these age-old questions for a very simple reason. He is a Dungeon Core, a soul forced against his will into a magical stone. With the help of an energetic friend, Cal grows a dungeon around himself to bring in new sources of power.
When a threat he doesn’t fully comprehend bares its many teeth, Cal is determined to survive the attempt on his life. Unfortunately for adventurers, the only way for him to achieve his goal is to eat anyone that enters his depths.
After the Wolfman nation is shattered, Jaxon has enough spare time to advance his skills and specialize into a better class. Since Joe and his other teammates are either incapacitated or on a mission Jaxon does not believe in, the misunderstood chiropractor turned gamer strikes out on his own.
The issue with creating your own path is that you have no idea what awaits you, especially when low charisma guarantees legendary misunderstandings. For Jaxon, that’s half the fun.
Rexus is a Completionist Chronicles side quest focused on Jaxon and is meant to be read following Regicide.
The decision to start a new life is never an easy one, but for Joe the transition was far from figurative. Becoming a permanent addition to a game world, it doesn't take long to learn that people with his abilities are actively hunted. In fact, if the wrong people gained knowledge of what he was capable of, assassins would appear in droves.
In his pursuit of power, Joe fights alongside his team, completes quests, and delves into the mysteries of his class, which he quickly discovers can only be practiced in secret. Ultimately, his goal is to complete every mission, master every ability, and learn all of the world's secrets.
All he has to do is survive long enough to make that happen.
Grant Leap is an orphaned, mortal farmhand in a world where cultivation methods and Weapons of Power are jealously guarded and only passed down among family. He’s not content with his lot; as a Januarian, someone living in District January, he should be living the good life just like everyone else. Food, parties, food, entertainment, and food are the minimum requirement. As an orphan, specifically a reviled Leap, there’s not even a chance of being treated as a human.
When a celestial event pours time magic into his field, coalescing into a lost Weapon of Power, Grant leaps at the opportunity to advance beyond even the scope of standard cultivation. At the first touch of the weapon, the orphan gains everything he’s ever wanted: a Sword and a Name. Also, a pesky mandatory quest with his life as the price of failure. It doesn’t take him long to realize that the best thing for him to do is to sell it and live on borrowed Time.
Yet, that would never happen. The blade offers him the first major choice he’s ever had to make: surrender to his desires… or live like a King.
The necromantic armies are on the warpath and nowhere is safe—even the sanctuary of the flying dungeon has been threatened. The leadership of nearly all the sentient races has been wiped out, and only the people most suited to repelling the advancing darkness have an intact monarchy.
Cal learns quickly that the primary threat is not the far-off war, but the actions of those entrusted with protecting the population. As it turns out, the idea of using a flying dungeon as a war machine is very tempting indeed.
Dale has been facing his trials better than anyone could have hoped for, but when the war takes a turn for the worse, his role is forcibly relinquished. Since his only chance at survival is painful and rapid advancement, Dale must learn if his strength of will can develop into strength of flesh.
The distance between the Heavens and the Earth might not be so far after all.