This might be a slightly different take, but I'd argue for 'The Witcher' series by Andrzej Sapkowski. It began as a series of Polish short stories and novels, relatively niche in the English-speaking world for years. Then the video games, particularly 'The Witcher 3', exploded its popularity globally, which in turn fueled the Netflix series, comic books, and a huge surge in merchandise.
It's a fascinating case study in reverse-engineered franchise building. The games, which are technically non-canon sequels, became the primary driver for cross-media expansion, pulling the original books along with them into the mainstream.
Frank Herbert's 'Dune' is the textbook answer for a reason. The depth of the world-building is so immense that every adaptation—even the flawed ones—feels like it's only scratching the surface of a real, lived-in universe. That's what makes a franchise: the feeling that there are endless stories to tell within that framework, whether in film, TV, games, or comics.
Walter M. Miller Jr.'s 'A Canticle for Leibowitz'. A post-apocalyptic sci-fi masterpiece. While no major film adaptation exists (it's been optioned for decades), its influence is massive in literature, games like the 'Fallout' series, and general post-apocalyptic world-building. Its franchise power is ideological; it's a touchstone for serious treatment of faith and knowledge after a fall, referenced and echoed constantly in other media.
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When the Supreme God of Heavens disappeared, the gods of the Greeks, Norse, Mayans, Egyptians, Chinese, and many more sent their young mortal champions to a magical world in order to participate in the Game of Heavens and Earth on their behalf to win the divine throne. However, the young mortals used their powers, weapons, and tools that were bestowed upon them to form themselves into guilds and create a paradise for everyone. To any kid from Earth, an exciting adventure and new beginning await them, and Sam Roche is one of those lucky chosen ones — or is he still unlucky?
Since everything is in peace, Sam tries to build a new life in the City of New Beginning while hiding his dark secrets from his new friends about the sins he committed back on Earth. Eventually, Sam and his friends discover that the strongest guilds have long controlled the paradise, and their rivalry might spark a war that will engulf the land. Wanting to get away as much as possible, they decide that they form their own guild and leave the city. However, a powerful guild is threatening the fragile peace of the magical world in order to win the Game of Heavens and Earth. Sam must either run away to save himself or become a hero to save not only his friends but both worlds.
In a divided world where witches, demons, elves, and humans live under fragile peace, a young witch named Seraphina Vale discovers a forbidden power within her blood a power that once destroyed kingdoms.
When Seraphina saves a wounded stranger during a night raid, she unknowingly crosses paths with Prince Kael, heir to the Demon Throne. Their encounter awakens an ancient curse known as the Bloodbound Mark, binding their fates together. As word spreads of the mark’s return, witch councils, demon lords, and human hunters all begin hunting her believing her death will prevent another war.
Haunted by visions of a powerful witch from centuries past, Seraphina flees with her friend Lira, only to learn her magic is mutating beyond control. Forced into an uneasy alliance with Kael, she discovers that the mark connects them not as enemies, but as halves of one prophecy a curse meant to either unite or destroy all realms.
As the world prepares for war, Seraphina is betrayed by her own kind and hunted by Demon Hunters led by the relentless Captain Ryn. Meanwhile, Kael hides a devastating secret: his father, King Azarel, plans to use Seraphina’s blood to merge the demon and human worlds forever. Torn between loyalty and love, Kael risks everything to protect her even as the curse begins consuming them both.
Alaric Thorn was just a blacksmith in the 12th century—a husband, a father, a simple man.
Until the day everything was taken from him.
His wife murdered.
His daughters stolen.
And he himself slaughtered, powerless to protect the people he loved.
But death did not end his story.
Dragged into a supernatural realm after dying, Alaric made a desperate bargain:
power in exchange for completing a mission in the future.
A mission he did not understand.
He returned to Earth centuries later—only to realize his revenge no longer existed.
Four hundred years had passed.
His family long gone.
Their killer long dead.
And Alaric… could no longer die.
Cursed with immortality, he wandered through ages and empires, trying every possible way to end his life—failing each time. All he wanted was to go back in time and fix what he had lost.
But when he finally stepped into a time machine, fate betrayed him again.
Instead of the past…
Alaric was thrown into another realm entirely—a brutal world crawling with monsters, ancient races, and system-like powers. Here, strength must be earned through blood, each battle pushing him closer to awakening his true potential.
In this realm, he is no longer just a wanderer.
He is a rising lord.
A conqueror.
A man destined to build an empire strong enough to challenge a king—
a king who bears the same name as the monster who destroyed his life on Earth.
As Alaric fights beasts, defeats tyrants, and gathers allies and armies, he discovers the truth behind the mission he accepted centuries ago:
To reclaim his fate…
To break his immortal curse…
To rewrite the destiny stolen from him…
He must rise as the Immortal King.
The true master of the Dark Realm he was fated to rule.
ERAGON And Allan have one thing in common. A goal to get back the stolen heart of magic to revive lukedonia city of dragons that was turned to stone.
The 200year old Eragon the shapeshifting dragon prince who was banished when he causes a rebellion to get back his stolen throne from his younger brother king Phil who cheated in a monarch battle for the throne. deceived by his beloved and his mother killed herself before his eye to regain his honor.
Loss on what to do. he embarks on a quest to regain his stolen throne and honor. Eragon made a contract with humans dark magician to help him however he was deceived and the heart of magic stolen and the dragon kingdom turned to stone. Eragon embarks on a journey to reclaim his lost honor, correct his mistakes and take back the stolen heart of magic to revive his people however he will have to fight his way to bring it back.
ALLAN whose on a revenge mission to kill Eragon who kills his mother. The essence heart of magic was stolen by a dark human magician. in pursuit of the heart of magic and training Allan meets the curse of misfortune princess Felicia of Roland. In a romance and adventure with Felicia, Allan discovers the true story about Eragon
Since The Fires of Alira one thousand five hundred years ago, dragons have lived separate from the other races in Midgar. They rarely make contact with others, unless in terms of conflict.
Eleonora is the descendant of the dragon sovereign, and will one day assume the throne of the Perilous Horde herself. The horde, despite years of murky conflict, forges an alliance with the human kingdom of Samirya located in the northern region. It is no longer a matter of petty bickering. Now, with the eve of a Great War looming over them, both groups lives depend on a truce.
As conflict thickens and land disputes grow increasingly more bitter, the chieftain of the Perilous Horde makes a final desperate move to unite the two worlds: the dragons will send an ambassador to protect the humans capital city of Mimmgar from the oncoming invasion.
And who should be that ambassador be but Eleonora?
Eleonora just hopes to complete that task quickly so she can return home, but soon finds that the humans are nothing like she expected. Forming an unforeseen connection with the human king, and becoming captivated by a young blacksmith, she begins to question everything she's ever known and learns that her homeland may have some terrible secrets of its own.
Book one of A Dragon’s Legacy.
In a war-torn world where supernatural beings known as "subnaturals" or "subs" have emerged from hiding, triggering a global conflict that has claimed hundreds of thousands of lives, eighteen-year-old Lena Hargrove has spent the past six years as a ward of the state following her parents' deaths. Renowned as war heroes who sacrificed themselves to rescue their daughter from kidnappers, Lena's parents were largely absent throughout her childhood, leaving her with complicated feelings about their legacy and her own identity.
As Lena struggles to understand her newfound identity and the abilities that begin to manifest, she uncovers a web of secrets about her parents' true role in the war. They weren't just fighting for humanity; they were part of a hidden movement working toward peace between humans and subnaturals. More importantly, Lena learns she was kidnapped not by chance.
Hunted by extremists from both sides who either want to use her power or eliminate her entirely, Lena must navigate a dangerous landscape of political intrigue and ancient supernatural factions. Along the way, she assembles an unlikely group of allies—humans sympathetic to the sub cause, subs living in hiding among humans, and others like her caught between worlds.
As her powers grow and her understanding of both sides deepens, Lena realizes that ending the war might require more than diplomacy or combat—it might demand a fundamental reimagining of what it means to be human or supernatural in a world where the boundaries between the two are increasingly blurred.
But to fulfill her destiny, Lena must first confront the truth about her kidnapping, her parents' sacrifice, —a truth that will test her loyalty to both sides of her heritage and force her to decide what kind of world she wants to fight for.
The trend of 'legacy sequels' or 'next generation' stories is creeping into adaptations too. The 'Star Wars' sequel trilogy, the new 'Harry Potter' TV series set years later—they're not direct adaptations of existing books, but they're expanding adapted universes with new stories.
This is risky. You're no longer just adapting a beloved story; you're creating new canon within a beloved world. Fans are even more protective and critical. You need to capture the magic of the original while doing something new, which is a near-impossible task.
Sometimes it works brilliantly, like in 'Cobra Kai', which is a sequel series to 'The Karate Kid' films. Often, it feels like a hollow cash-grab. As more and more classic series get revived, we'll see if this becomes a sustainable model or just a way to milk nostalgia until the well runs dry.
I get frustrated with adaptations that feel like cheap cash-grabs, you know? They borrow the name and the plot points but none of the soul. It makes the good ones shine even brighter because they remind you why you fell in love with the story in the first place.
They've expanded the definition of 'mainstream' fantasy. Before, it was mostly swords and sorcery. Now, because of adaptations, urban fantasy, mythic fantasy, and fantasy with non-European inspirations are getting their day in the sun. A series like 'American Gods' or 'The City We Became' getting adapted broadens what audiences expect from the genre. It pushes the entire industry to look beyond Tolkien clones for source material.