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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
The Dwarves want to fight. They’re ordered to escape. Turtling up is the best of both worlds.
Joe and humanity as a whole messed up pretty badly, managing to get some of the most important people from both the Elven and Dwarven races killed. Now the war is escalating to unprecedented levels, and only one side needs to worry about being slain. With the attackers knowing they can get right back up after dying, they are throwing themselves against their centuries-long foe without caring for the consequences.
As the death toll rises, there’s still hope for Joe and the people that he chose to align himself with. His tiny Hamlet is hidden away from the Elves, so the Ritualist gets a quest to escort the core of the Dwarven Oligarchy to safety: their History, and those that lived it. If he can manage to save even a few as the Dwarven Oligarchy begins to Implode, the race might one day have a chance to regain their former glory.
There’s only one major issue with convincing the war-loving Dwarves to escape the final battle and hide away: they’re war-loving Dwarves.
Joe’s Candidacy was successful beyond his wildest dreams. Between driving the Elves out of Dwarven sovereign territory, utterly destroying an army of thousands, and using resources he could have used for himself to bring back the fallen on his own side… his reputation begins to precede him once more.
The human was so successful that many people even within the Dwarven faction have decided that they need to step forward to stop him. Realizing that he’s been in the public eye too long, Joe decides that it’s time to step out of fighting the war, and instead focus on completing new quest lines and consolidating power.
After all, letting other people decide the course of war has always worked out for him in the past.
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.
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.
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?
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.
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.
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.
Artorian welcomes home old friends, glad for their company. Having finally returned Cal to the seat of his sanctuary, he must cast aside other whims and assume the mantle of Administrator, continuing the diplomacy that came with the creation of Accords. Regardless of agreements, some diplomacy must always be spoken with fists. To prepare for the second coming of Eternium, Cal’s space must stand firm, resolute, and without danger… even if Artorian must contend with a city of tears to attain that result.
Caltopia is blooming with new growth, possibilities, and fresh chances. Unfortunately, some old weeds have dug their roots deep, and require plucking so the population might thrive. For many who discover the great trials to come, the new ways of standing on their own two feet are to their liking…
But there are some who will never willingly stop waving the flag of what once was.
Both Cal and Dale have become stronger, each in spite of the other.
The dungeon—Cal—knows exactly how much their power has increased and is working daily to become exponentially more powerful. His schemes are becoming more complex and his dungeon—his body—more deadly.
Dale works to subvert the plans of the dungeon, but his opponent is onto him. Hearing a voice in his head distracts him in critical moments requiring him to fight his mind even as he battles deadly creatures. Unbeknownst to both, their fight is not with each other—it’s for the continuation of their lives.
Madness threatens the land, and it is coming for them.
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.