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Built on ISFDB, Wikipedia, Wikidata and Open Library. Curated reading orders carry their reasoning on the page; the rest follow publication order. Data sources & licenses

© Loreful · data: ISFDB · CC BY

More like Curse & Affect

anchored on:fantasysecondary world

but

Mood

The mood the book leaves you in.

  • The reading experience is propelled by journeys, exploration, and physical risk; excitement and forward momentum dominate over dread or introspection.
  • Joy and loss are deliberately mixed; the resolution grants characters something real while taking something else away, leaving warmth and sorrow together.
  • The book demands work from the reader — dense prose, difficult structure, unfamiliar ideas, or morally uncomfortable material — as part of its intended effect.
  • Grim events, cruelty, or despair dominate the atmosphere, and the book does not soften them with comfort or comic relief.
  • The atmosphere is quietly unsettling — wrongness, unease, and the uncanny pervade the book without necessarily escalating into overt horror.
  • The book is built to move the reader; character feeling is foregrounded and major scenes aim at a strong emotional response.
  • Humor is a primary aim and the prose plays for laughs — comic situations, wit, or dialogue produce sustained comedy, not occasional levity.
  • The book insists that things can improve; effort and decency are shown to matter, and the arc bends toward better outcomes even through hardship.
  • The book teaches as it goes — real facts, history, science, or craft are conveyed in enough depth that learning is part of the reading experience.
  • The book is designed to uplift and motivate, presenting perseverance or achievement in a way that invites the reader to aspire or act.
  • The overall register is cheerful and easygoing; stakes are kept gentle and the book avoids dwelling on pain or dread.
  • Withheld information drives the experience; the book sustains enigmas and secrets the reader wants resolved, whatever its genre.
  • The book is contemplative and inward-looking, giving more weight to thought, memory, and meaning than to external events.
  • The book works as comfort reading — low tension, a soothing pace, and an atmosphere the reader can unwind in.
  • Grief, loss, or melancholy set the dominant register, and the book lets sorrow stand rather than resolving it into comfort.
  • Sustained suspense is the point; the book keeps the reader braced for what happens next through danger, pressure, or impending revelation.
  • Playful invention and charm define the register — fanciful conceits, light absurdity, and a narration that delights in its own oddity.

About

What the story runs on.

  • Stories centered on witches and the practice of witchcraft — covens, hedge magic, familiars, and the witch's place in her community.
  • Stories driven by a curse laid on a person, family, or place, and the struggle to live under it or break it.
  • Stories structured as a quest — a journey undertaken to find, deliver, or destroy something of great import.
  • Stories in which staying alive against nature, catastrophe, or scarcity is the central problem.
  • Stories of lovers kept apart by law, family, faith, or station, where the obstacle to love is the plot.
  • Stories in which a friendship — its making, testing, or loss — is the emotional center.
  • Stories of growing up — a young protagonist crossing from childhood into adult knowledge and responsibility.
  • Stories about who a character truly is — self-discovery, doubled lives, and the search for a self.
  • Stories in which a buried family truth — hidden parentage, crimes, or shames — surfaces and reorders the present.
  • Stories driven by maneuvering for power — factions, conspiracies, and statecraft conducted in shadow.
  • Stories in which war itself is the subject — combat, occupation, and what warfare does to soldiers and civilians.
  • Stories organized around investigating a killing — the case, the clues, and the pursuit of the killer, in any genre's clothing.

Shelf

Where it sits in the library.

    • Fiction built on magic or other supernatural elements that have no scientific explanation.
    • Secondary-world fantasy at large scale, where the fate of nations or the world turns on the protagonists' struggle.
    • Fantasy set in a recognizably modern city or contemporary world where the supernatural intrudes on everyday life.
    • Fantasy that blends in horror's atmosphere and imagery, keeping a fantastical frame around grim or frightening material.
    • Action-driven fantasy following warriors or rogues with personal stakes against sorcerous threats, rather than world-spanning conflicts.
    • Fantasy set in a real historical period or a close analogue of one, with magic woven into the era.
    • Fantasy in which protagonists cross from the ordinary world into another world through a portal or similar passage.
    • Fiction that retells or reworks a traditional fairy tale in a new form or setting.
    • Fantasy drawing directly on myths, legends, and folklore, retelling them or building on their figures and logic.
    • Fantasy of ghosts, vampires, shapeshifters, psychics, and similar phenomena, usually set in an otherwise ordinary world.
    • Fiction mixing science-fictional trappings with overtly magical or impossible elements in one setting.
    • Low-stakes fantasy emphasizing comfort, community, and everyday pleasures over conflict and peril.
    • Speculative fiction of pervasive moral ambiguity, violence, and cynicism that rejects heroic conventions — fantasy and SF alike.
      • Fiction that extrapolates from science and technology — future societies, space travel, or speculative inventions — within at least nominally natural laws.
      • Science fiction of interstellar scope — starships, galactic polities, and adventure across star systems.
      • Science fiction committed to scientific rigor, where technical plausibility constrains the story.
      • Science fiction centered on armed forces and warfare, told largely from a military point of view.
      • Science fiction of networked, corporate-dominated near futures, pairing high technology with social decay.
      • Science fiction styled on nineteenth-century steam-powered technology, often in a Victorian or pseudo-Victorian setting.
      • Fiction depicting an oppressive or catastrophic society, presented as a warning.
      • Fiction set after civilization's collapse, following survivors in the ruins of the old world.
      • Fiction in which characters move between past and future, and the mechanics or consequences of that travel drive the plot.
      • Fiction exploring a world where a historical event went differently and history diverged from ours.
      • Science fiction about humanity's first encounter and communication with an alien intelligence.
      • Science fiction in which extraterrestrial forces attack or occupy Earth and humanity resists.
      • Fiction whose primary aim is to frighten or unsettle the reader through dread, menace, or the monstrous.
      • Horror of vast, indifferent, incomprehensible entities before which humanity is insignificant, in the Lovecraft tradition.
      • Horror of decaying houses, buried family secrets, and oppressive atmosphere in the Gothic literary tradition.
      • Horror centered on hauntings and the returning dead.
      • Horror located in the mind — paranoia, obsession, and unreliable perception rather than external monsters.
      • Horror built around the reanimated dead and survival amid their outbreaks.
      • Horror defined by explicit, transgressive gore that refuses to cut away from violence.
      • Speculative fiction of the strange and uncanny that resists both natural explanation and standard genre categories.
      • Fiction organized around solving a crime or puzzle, typically following an investigator toward the identification of a culprit.
      • A puzzle-first mystery that lays out clues so the culprit's identity can be deduced before the reveal.
      • Crime fiction of moral ambiguity, fatalism, and hard-edged style, set among the corrupt and the doomed.
      • A mystery following the realistic routines of police work — forensics, interviews, and case-building.
      • A gentle mystery with an amateur sleuth, a small community, and violence kept off the page.
      • A mystery set in a past era, where the investigation works within that period's methods and society.
      • Fast-paced fiction driven by imminent danger, pursuit, or high-stakes conspiracy, built to sustain tension.
      • A thriller of espionage — agents, tradecraft, and intelligence services in conflict.
      • A thriller centered on lawyers and the courtroom, where litigation carries the suspense.
      • A thriller driven by detailed contemporary or near-future technology, often military or scientific.
      • A thriller whose tension comes from mental states and manipulation between characters rather than external action.
      • Fiction whose central plot is a romantic relationship and its development toward an emotionally satisfying resolution.
      • Romance in which one or both partners are supernatural beings, blending fantasy elements into the love story.
      • A fantasy-romance hybrid in which the romantic arc and the fantasy plot carry equal weight.
      • Romance set in a past era, with courtship shaped by the period's society and manners.
      • Romance set in the present day, without supernatural or historical elements.
      • Fiction set in a real past period, where the historical setting materially shapes characters and events.
        • General and literary fiction emphasizing prose style, character interiority, or formal ambition over genre plot conventions.
        • Fiction in a realistic world where magical events occur and are treated as ordinary, in the tradition of Latin American literature.
        • Fiction that ridicules people, institutions, or society in order to criticize them.
        • Fiction of dreamlike, irrational imagery and logic that breaks from realistic representation.
        • Fiction that plays with narrative convention through metafiction, fragmentation, and self-reference.
        • Fiction propelled by journeys, exploration, and physical peril, where action and survival carry the plot.
        • Adventure fiction of ships and seafaring — naval engagements, voyages, and life at sea.
        • Fiction of the American frontier West — gunmen, ranchers, and lawmen, typically in the late nineteenth century.
        • Fiction centered on soldiers, campaigns, and the experience of warfare, historical or imagined.
          • Fiction written primarily to amuse, using comedic situations, wit, or parody as its organizing principle.
            • Multi-generational fiction following a family or dynasty across decades, with inheritance and kinship as the through-line.
              • Fiction whose world runs on explicit game mechanics — levels, stats, and skills that characters can see and exploit.
                • Fiction about costumed or superpowered heroes and their conflicts with comparable villains.

                Practical

                How long a commitment, whether it stands alone, and whether it has finished.

                Tap a chip to ask for it · tap again to rule it out · once more to clear. Numbers show what would be left.

                • Cover of Discworld
                  Discworld

                  universe · 84 books · 1983

                  Start hereGuards! Guards! · Start here

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                  The Disc is flat. It rides on the backs of four elephants, who in turn stand on the shell of Great A'Tuin, a turtle ten thousand miles long, swimming through space toward nowhere in particular. Magic works here, usually badly. Death speaks IN SMALL CAPITALS and rides a horse called Binky. It looks like a fantasy world and behaves like ours with the safety catch off: a mirror held up to bureaucracy, belief, newspapers, money, war, and the ridiculous, stubborn business of being a person. One hand shaped all of it — Terry Pratchett — across forty-one novels and a shelf of companions, maps, and the Science of Discworld books. The world is braided from strands you can pick up on their own. Rincewind, the cowardly wizard, flees across the Disc (The Colour of Magic). The witches of Lancre, led by the formidable Granny Weatherwax, mind everyone's business (Equal Rites, Wyrd Sisters). Death takes on an apprentice (Mort). The City Watch polices grimy Ankh-Morpork under Commander Vimes (Guards! Guards!). A reformed swindler is given honest work at swordpoint (Going Postal), and young Tiffany Aching learns witching alongside the tiny, larcenous Nac Mac Feegle (The Wee Free Men). Standalones like Small Gods sit apart. The trick of it is that the farce turns, mid-joke, into something that catches in the throat, with footnotes that argue back at the page. Newcomers are gently steered away from the beginning: the early Rincewind books spoof a genre you needn't have read. Enter instead by whichever strand calls — Guards! Guards! for the Watch, Mort for Death, Wyrd Sisters for the witches, Small Gods entirely alone, or The Wee Free Men for the sharpest single thread. Open any door and the whole Disc opens with it.

                • Cover of The Princess Bride
                  The Princess Bride

                  William Goldman · standalone novel · 1973

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                  The Princess Bride: S. Morgenstern's Classic Tale of True Love and High Adventure, The "Good Parts" Version is a 1973 fantasy romance novel by American writer William Goldman. The book combines elements of comedy, adventure, fantasy, drama, romance, and fairy tale. It is metafictionally presented as an abridgment of a longer work by the fictional S. Morgenstern, and Goldman's commentary asides are constant throughout. It was originally published in the United States by Harcourt Brace, then later by Random House, while in the United Kingdom it was later published by Bloomsbury.

                • Cover of Malazan Book of the Fallen
                  Malazan Book of the Fallen

                  series · 20 books · 1999

                  part of Malazan

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                  The Malazan Book of the Fallen is a series of epic fantasy novels written by the Canadian author Steven Erikson. The series, published by Bantam Books in the U.K. and Tor Books in the U.S., consists of ten volumes, beginning with Gardens of the Moon (1999) and concluding with The Crippled God (2011). Erikson's series presents the narratives of a large cast of characters spanning thousands of years across multiple continents.

                • Cover of Myth Adventures
                  Myth Adventures

                  series · 33 books · 1978

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                  MythAdventures or Myth Adventures is a fantasy series created by Robert Lynn Asprin. After twelve novels by Asprin, published 1978 to 2002, he and Jody Lynn Nye continued the series with seven more books that they wrote together. After his death in May 2008, Nye has continued the series on her own.

                • Cover of Bored of the Rings
                  Bored of the Rings

                  Henry N. Beard & Douglas C. Kenney · standalone novel · 1969

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                  Bored of the Rings is a 1969 parody of J. R. R. Tolkien's The Lord of the Rings. This short novel was written by Henry Beard and Douglas Kenney, who later founded National Lampoon. It was published in 1969 by Signet for The Harvard Lampoon, and, unusually for a parody, has remained in print for over 50 years. It has been translated into at least twelve languages.

                • Cover of Gentleman Bastard Sequence
                  Gentleman Bastard Sequence

                  series · 7 books · 2006

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                  Scott Lynch's Gentleman Bastard sequence follows Locke Lamora, an orphan-raised master thief and con artist, and his gang of 'Gentleman Bastards' as they run elaborate grifts on the nobility of Camorr, a canal city modeled on Renaissance Venice. The Lies of Locke Lamora and its two sequels braid heist capers with flashbacks tracing how the gang was trained, escalating into a wider conflict involving crime lords and sorcerers. Lynch has planned seven books in total; three have been published so far, with long gaps between installments.

                • Cover of Tales from the Five Kingdoms
                  Tales from the Five Kingdoms

                  series · 6 books · 2007

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                • Cover of The Carpet People
                  The Carpet People

                  series · 4 books · 1971

                  completed

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                  The Carpet People imagines an entire civilization of tiny peoples living among the towering fibers of a carpet, where different tribes must set aside old rivalries and unite against a shared threat sweeping through their world. Terry Pratchett wrote the original version at seventeen, then substantially rewrote it in 1992, famously noting that the book 'had two authors, and they were both the same person.' It reads as an early, more straightforward dry run for the comic invention Pratchett would later bring to Discworld.

                • EW
                  Ebenezum & Wuntvor

                  series · 10 books · 1978

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                • Cover of Tales of the Frog Princess
                  Tales of the Frog Princess

                  series · 9 books · 2002

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                • TO
                  The Old Kingdom / Abhorsen milieu

                  series · 11 books · 1995

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                  The Old Kingdom, or Abhorsen in North America and the UK, is a fantasy series written by Australian author Garth Nix. It originated in 1995 with the novel Sabriel and has continued in the novels Lirael (2001), Abhorsen (2003), Goldenhand (2016), and Terciel & Elinor (2021), as well as a prequel novel titled Clariel (2014). The Old Kingdom also consists of the novella The Creature in the Case (2005) and various other short fiction.

                • Cover of Dying Earth
                  Dying Earth

                  series · 27 books · 1950

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                • Cover of Dark Lord Davi
                  Dark Lord Davi

                  series · 3 books · 2024

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                • Cover of Novaria
                  Novaria

                  series · 6 books · 1968

                  completed

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                  The Novarian series is a sequence of fantasy stories by L. Sprague de Camp, published between 1968 and 1989. The series contains some of de Camp's most innovative works of fantasy, featuring explorations of various political systems, an inversion of the "rags to royalty" pattern characteristic of much heroic fantasy, a satiric look at the foibles of humanity through the eyes of a demon, and a consistently wry and ironic take on conventions of the genre that plays out by taking them to their logical conclusions. Another singular feature of the series is its frequent use of folk tales integrated into the plot to painlessly convey something of the background and history of the invented world. This device obviates the need for lengthy appendices, as in The Lord of the Rings.

                • Cover of Malazan
                  Malazan

                  universe · 36 books · 1999

                  Start hereMalazan Book of the Fallen · Start here

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                  Pity the historian who tries to map this world; pity more the god who thinks he rules it. The Malazan Empire marches across continents on the boots of its common soldiers, and above them move Ascendants — mortals grown into something like gods, and gods worn thin as old coin. Magic is drawn from Warrens, roads of power threaded through reality; the dead keep their grudges; and every empire, however vast, is a wager against time. This is epic fantasy told from the mud, where a sapper cracking a joke weighs as much as an immortal settling a feud older than the human race. The world began as a tabletop campaign two friends built in the 1980s, and it still moves by two hands. Steven Erikson's ten-volume Malazan Book of the Fallen is the spine — Gardens of the Moon, Deadhouse Gates, Memories of Ice, on through The Crippled God — each book a near-standalone campaign that only later reveals how it locks together. Ian C. Esslemont walks the same years from a different vantage in his Novels of the Malazan Empire (Night of Knives, Return of the Crimson Guard onward). Around them stand the prequels: Erikson's Kharkanas Trilogy, archaic and elegiac, chronicling a doomed elder people, and Esslemont's brisker Path to Ascendancy, following two adventurers before they became legends. Erikson's Witness sequence carries the tale forward, and novellas of the genial necromancers Bauchelain and Korbal Broach supply the gallows comedy. Nothing is explained to you; comprehension is earned, and that is the pleasure. The themes run deep — compassion set against cruelty, the toll empires charge, civilizations that fall and are mourned. Begin where the saga does, with Erikson's Gardens of the Moon, and read the ten in publication order; the prequels are for the already-initiated. Trust that confusion is the price of entry.

                • Cover of Derkholm
                  Derkholm

                  series · 2 books · 1998

                  completed

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                  Diana Wynne Jones's two-book sequence needles the conventions of package-tour fantasy: in The Dark Lord of Derkholm, an ordinary, animal-loving wizard named Derk is conscripted to play the world's compulsory "Dark Lord" role for a businessman running exploitative guided tours of the fantasy world for outside tourists. Year of the Griffin follows one of Derk's griffin children years later, enrolled at a chronically underfunded wizards' university with a band of misfit students. Both books satirize familiar fantasy-quest tropes rather than playing them straight.

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                  Illmoor

                  series · 10 books · 2003

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                • Cover of Mention My Name in Atlantis
                  Mention My Name in Atlantis

                  John Jakes · standalone novel · 1972

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                  From the back cover of the DAW Books first edition: The continent of Atlantis had troubles enough before Conax the Barbarian washed ashore. For Hoptor the Vintner, who considered himself a citizen of importance, things were going from bad to worse. The king was on his last legs, his generals were plotting, there were those scary lights in the sky, and Hoptor's favorite girl was being put up for auction on the slave block. Then Conax, the self-styled king of Chimeria - a place nobody ever heard of - turned up at the auction with his broadsword, his barbaric manners, and his hair-trigger temper. That wast the last straw. From then on Atlantis was doomed!

                • Cover of A Song of Ice and Fire
                  A Song of Ice and Fire

                  series · 14 books · 1996

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                  A Song of Ice and Fire is a series of high fantasy novels by the American author George R. R. Martin. Martin began writing the first volume, A Game of Thrones, in 1991, and published it in 1996. Martin, who originally envisioned the series as a trilogy, has released five out of seven planned volumes. The most recent entry in the series, A Dance with Dragons, was published in 2011. Since then, Martin has been working on the sixth novel, titled The Winds of Winter. A seventh novel, A Dream of Spring, is planned to follow.

                • Cover of Uncle
                  Uncle

                  series · 6 books · 1964

                  completed

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                  Joe's World

                  series · 5 books · 1993

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                • Cover of Johannes Cabal
                  Johannes Cabal

                  series · 9 books · 2004

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                  Johannes Cabal the Necromancer follows an amoral necromancer who sold his soul years earlier and must now win it back from Satan through a wager, journeying through a demonic travelling carnival to collect the hundred souls required. Jonathan L. Howard's series follows Cabal's increasingly strange and darkly comic misadventures across further novels, including Johannes Cabal the Detective and The Fear Institute.

                • Cover of Stitch Head
                  Stitch Head

                  series · 6 books · 2011

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                • Cover of Sir Hereward and Mister Fitz
                  Sir Hereward and Mister Fitz

                  series · 11 books · 2007

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                  Garth Nix's Sir Hereward and Mister Fitz stories follow a scarred mercenary swordsman and his constant companion, a sentient puppet animated by the spirit of a formidable sorcerer, sent as agents to put down dangerous rogue gods across a wide fantasy world. Rather than one continuous novel, the series unfolds through linked novellas and short stories gathered into standalone collections, mixing swashbuckling action with dry, understated humor. The two collections compile stories published from 2007 into the early 2020s.