For years, a great war has raged on between the scientifically advanced Empire and a paradise of witches known as the Nebulis Sovereignty. This age-old battle sets the scene for a fateful encounter between two young combatants: an imperial swordsman, Iska, and the witch princess, Aliceliese. As sworn enemies, they vow to cut each other down in order to unite their worlds, and yet Iska finds himself entranced by her beauty and righteousness, while Aliceliese is moved by his strength and resolve. In the midst of a never-ending war that forbids them from being together, they have no choice but to destroy each other-or find another way.
The ThunderCats are on the move! After the kingdom of Thundera is attacked by the lizard people, Lion-O leads Tygra, Cheetara and the other heroes on a quest for the Book of Omens and the magic stones of legend. But he'll have to face villains like Mumm-Ra, the ancient evil sorceror, and Slithe, the dangerous lizard general. Luckily, he has the Sword of Omens and its amazing powers at his disposal.
Moritaka Mashiro and Akito Takagi are pretty much foils of each other. Mashiro, an average 9th grade student but talented artist, and Takagi, an overall advanced 9th grader and aspiring writer. After great convincing, Takagi convinces Mashiro to join him in becoming the greatest mangakas Japan has ever seen. Takagi, with his gift of writing, hopes to become a successful mangaka, and Mashiro, with his gift of art, hopes to marry the girl of his dreams, Azuki Miho.
New kid Keiichi Maebara is settling into his new home of peaceful Hinamizawa village. Making quick friends with the girls from his school, he's arrived in time for the big festival of the year. But something about this isolated town seems "off," and his feelings of dread continue to grow. With a gnawing fear that he's right, what dark secrets could this small community be hiding?
Two very different families join forces to create a new community, an us-against-the-world, cave person co-op on the most amazing farm in the history of prehistory!
Tsukasa Akeuraji, a frustrated skater, meets Inori Yuitsuka, a girl who yearns to be a figure skater. Motivated by Inori's obsession on the rink, Tsukasa begins coaching Inori. Inori's talent blossoms, and Tsukasa becomes a brilliant mentor. Together they aim to make her a glorious medalist!
On August 16, midway through a seemingly endless summer vacation, middle school third-year student Nagara, transfer student Nozomi, classmates Mizuho, Asakaze and their entire class are suddenly transported from their tranquil lives to a school adrift in an alternate dimension. They must survive with the super powers that have awakened within them.
Class is in session—and it’s out of control! Sakata Ginpachi teaches Gintama High School’s Class 3-Z, a ragtag bunch of idol otaku, stalkers, mayo guzzlers, sadists, and more. Fights break out, rules are ignored, and sanity is optional. Every day spirals into chaos, but Ginpachi somehow survives it all with nonchalance and almost zero effort. When the bell rings, chaos begins!
The early years of the Madagascar heroes Alex the Lion, Marty the Zebra, Melman the Giraffe and Gloria the Hippo, as they grow up in a rescue habitat at the Central Park Zoo.
Like most 15-year-olds, Duncan can see adulthood on the horizon: money, freedom, cars and girls; but the reality is more like: always being broke, driving with one's mom sitting shotgun and babysitting one's sister. He's not exceptional, but he has a wild imagination in which he's never anything less than amazing.
Only 39 years into a life full of bad luck, Ryoma Takebayashi passes away in his sleep! Taking pity on him, three divine beings show compassion by reincarnating him as a young boy to a magical, new world. Now he spends his time researching and caring for slimes in the forest. But after healing an injured traveler, Ryoma decides to set out with his new friends on a journey to use his power to help others. A whole new world awaits him, where his skills as a magic user and slime tamer continue to elicit surprise and admiration.
For a thousand years, the Vikings have made quite a name and reputation for themselves as the strongest families with a thirst for violence. Thorfinn, the son of one of the Vikings' greatest warriors, spends his boyhood in a battlefield enhancing his skills in his adventure to redeem his most-desired revenge after his father was murdered.
Three months have passed since the Demon Lord was struck down, and the Demon Realm is holding a tournament to select his replacement. The leading contestant is Helck, a human hero who claims to hate his own kind. Some aren't happy with the idea of a human becoming the next Demon Lord—especially Vermilio the Red. She wants nothing more than to protect demonkind and prove Helck to be their enemy, even if she has to rig the competition to do it!
She has a loving family and best friends, laughs and cries from time to time... Madoka Kaname, an eighth grader of Mitakihara middle school, is one of those who lives such a life. One day, she had a very magical encounter. She doesn't know if it happened by chance or by fate yet. This is a fateful encounter that can change her destiny. This is a beginning of the new story of the magical witch girls.
In the crime-ridden city of Gotham, Amanda Waller, the head of A.R.G.U.S., assembles a group of notorious criminals—Harley Quinn, Deadshot, Peacemaker, Clayface and King Shark—for a mission into an otherworldly realm that's connected to this world through a gate. It's a realm of swords and magic where orcs rampage and dragons rule the skies. Can Harley Quinn and her crew conquer this perilous realm?
Den City is a city with advanced network systems in which a VR space called LINK VRAINS was created by SOL Technologies. The Knights of Hanoi, a group that hacks through dueling, as well as SOL Technologies are seeking a mysterious AI program. Yusaku Fujiki, also known as Playmaker, is a first year high school student who manages to capture this AI program while trying to find out the truth about an incident in the past.
Takato, Ruki, and Lee are children who have, by fate, received real Digimon, unlike the imaginary ones in the card game they play. Each of the children, or Digimon Tamers, have their different views on how Digimon should be treated. But when other Digimon begin to appear around Japan, they must put aside their differences to fend off the digital intruders.