Book 1

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names...and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that's like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 2

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names...and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that's like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 3


Book 4

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names... and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that's like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 5

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names... and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that's like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 6

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names... and nothing else. When they make it into the light, they discover Grimgar—a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 7

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names... and nothing else. When they make it into the light, they discover Grimgar—a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 8

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 9

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names and nothing else. When they make it into the light, they discover Grimgar - a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 10

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names. When they make it into the light, they discover Grimgar - a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 11

REGRETS Ranta flees desperately across Thousand Valley, pursued by Takasagi. Meanwhile, Haruhiro and his companions are struggling to cope with the death of one of their own when a chance at resurrection presents itself...for a price. How far will they go to get their friend back?

Book 12

HERE THERE BE DRAGONS—LITERALLY! Still trying to find a way to return to Alterna, Haruhiro and his party fetch up on the shores of the sea. Falling in with a mysterious pirate girl named Momohina, the group ventures forth to the Emerald Archipelago, rumored abode of dragons from ages past. What they aren’t expecting, though, is to find a secret pirate haven—at the exact moment that it’s being attacked by dragons!

Book 13

WELCOME TO PARANO!

Saying goodbye to Yume, Haruhiro and the remainder of the party travel onward to the free city of Vele. On the way, a standard job escorting a trading caravan turns into something none of them could have foreseen when they run into something from legend: the mysterious, traveling campsite of a famed sorcerer. But the real shock comes when they enter the camp--and find themselves teleported to yet another new world, one that's definitely not the one they wanted to find!

Book 14

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names. When they make it into the light, they discover Grimgar - a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 14.5

OLD FRIENDS, NEW TALES While Team Haruhiro is trapped in Parano, life in Grimgar continues! Far away from Alterna, Ranta struggles to survive behind enemy lines while concealing his identity behind a mask. Meanwhile, Yume trains her hardest to become strong for her comrades—and to reforge her very self. Six other tales round out this special anthology of Volumes 14+ and 14++, revealing new stories about the party’s early days in Alterna.

Book 16

BEGINNING OF THE END Haruhiro and his companions wake in darkness yet again, with no memories but their names. This time, they step into a world where Alterna has been destroyed! Piecing together the skills their bodies remember and the memories that Merry retained, they race to Grimgar’s frontier in search of aid–only to find the forces of Arabakia preparing to take Alterna back. The adventure born from the ashes enters its endgame!

Book 17

HELLOS AND GOODBYES

The Arabakia Kingdom Expeditionary Force took back Alterna by the skin of its teeth, but Haruhiro is ground down by the weight of everything he's lost. When one of Haruhiro's party is taken hostage, they are forced onto a dangerous mission—to somehow forge an alliance with goblins! As the team struggles against insurmountable odds, an old ally appears...!

Book 18

A LIFE OR DEATH BATTLE

With the Frontier Army newly independent and an alliance with the goblin king achieved, Haruhiro and his team are sent on a vital infiltration mission to disrupt the enemy from within and take Mount Grief. But despite working alongside members of Shinohara’s Orion, Team Renji, and the Tokkis, their goals prove to be further out of reach than they ever imagined. Forget the mission—can the team even survive?

Book 19

When they make it into the light, they discover Grimgar—a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.

Book 20

THE LIGHT NOVEL FANTASY EPIC THAT INSPIRED A CRITICALLY ACCLAIMED ANIME!

Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names…and nothing else. When they make it into the light, they discover Grimgar – a fantasy world that’s like something out of an RPG game.

Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.