series14 books1996
part of World of Ice and Fire
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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.
universe36 books1999
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.
series20 books1999
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.
universe29 books2006
Start hereThe Blade Itself · Start here
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You want heroes? Best look elsewhere. The Circle of the World has kings and wizards and famous barbarians enough, but scratch any of them and you'll find a coward, a schemer, or a killer who's simply better at it than the rest. This is Joe Abercrombie's fantasy world: a grimy, blood-soaked continent where the fat and corrupt Union squats between the savage North and the scheming South, and where every noble cause turns out to have a knife hidden behind it. It opens with the First Law trilogy — The Blade Itself, Before They Are Hanged, Last Argument of Kings — following a crippled torturer with a razor wit, a weary Northman who would dearly like to stop fighting and can't, and a bald old wizard whose plans run older and colder than anyone guesses. Three self-contained standalones share the same ground and a familiar face or two: Best Served Cold takes its revenge across sunlit, murderous Styria; The Heroes crushes a whole war into three days over one worthless hill; Red Country rides the frontier. Short pieces (Sharp Ends) fill the gaps, and a generation on, the Age of Madness trilogy drags the old survivors into an age of factories, mobs, and revolution. What sets it apart is the honesty of its cynicism — close, sardonic points of view, gallows humour, and a flat refusal to let anyone stay clean. Violence carries a cost here; victory rarely settles anything; the wheel just turns and grinds someone new under it. Abercrombie recommends reading in publication order, and it's the right call: begin with The Blade Itself and let the world curdle around you. You have to be realistic about these things.
universe54 books2005
Start hereThe Final Empire · Start here
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Before the worlds, there was Adonalsium, and then there was not. A god shattered into sixteen Shards of raw creative power, and those who seized them carried their fragments across the void to seed new planets, new peoples, new ways of working the impossible. The Cosmere is the one universe those Shards made: a scattering of worlds that seem, at first, to share nothing but a sky, until you notice the same law running quietly beneath each of them, and the same silent traveler passing through their margins. Every world keeps its own book and its own magic. On Scadrial, the Mistborn cycle burns metals into power: a self-contained trilogy of thieves and tyranny, followed by a second era that drags the same world into gunslinging early industry. On storm-battered Roshar, The Stormlight Archive raises its vast, ongoing epic around knights, spren, and oaths spoken aloud. Elsewhere stand the shorter keystones: Elantris, a city of fallen gods; Warbreaker, a tale of returned dead and living color; White Sand, told in graphic-novel form under the twin suns of Taldain. Threaded between them run the novellas, from Tress of the Emerald Sea and Yumi and the Nightmare Painter to The Sunlit Man and the pieces gathered in Arcanum Unbounded, where the hidden connections surface most plainly. All of it is the design of one hand, Brandon Sanderson, working a single pattern across two decades. What sets this universe apart is its faith in rules: magic here is a system, lawful and learnable, so discovery feels less like wonder handed down than like physics worked out. The cross-connections reward the patient reader, a symbol here, a name there, one immortal wanderer everywhere, but no book demands you have read another first. Newcomers do best entering through Mistborn: The Final Empire, the most self-contained doorway, or the standalone Elantris or Warbreaker; readers who prefer their epics vast can begin with The Way of Kings. The deeper links, and the novellas that expose them, wait for whenever you are ready to look.
universe44 books1982
Start hereRiftwar Saga · Start here
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On the world of Midkemia a tear opens in the air itself, a rift hung between stars, and through it march the armies of an empire from another world entirely. So begins the chronicle Raymond E. Feist has kept for three decades: the tale of Pug, a castle kitchen boy apprenticed to a magician on the very day the invasion lands, and of Tomas, his friend, who inherits the armor and the ancient fury of a dead dragon-lord. Around these two the Riftwar Cycle turns, widening book by book from one besieged frontier keep into the whole history of a world of kingdoms, guilds, thieves' dens and mage-towers. The cycle runs to roughly thirty novels, gathered into arcs a newcomer can enter and finish on their own. The founding Riftwar Saga (Magician, Silverthorn, A Darkness at Sethanon) sets the board; the Serpentwar Saga, Krondor's Sons and the Conclave of Shadows carry the story down the generations; the Darkwar, Demonwar and Chaoswar sagas bring it toward its close. Crossing the rift to the rival world of Kelewan, Feist and Janny Wurts wrote the Empire trilogy, opening with Daughter of the Empire, a court intrigue told wholly from the invaders' side and for many the finest thing here. Shorter Legends of the Riftwar and the game-born Riftwar Legacy fill the corners; later still, Feist opens an altogether new world in the Firemane books. Feist writes fantasy in its most companionable key: apprentices who grow into archmages, tavern boys who become spies and dukes, a world you return to the way you return to an old inn. The mood is adventure before dread, friendship and rank and hard-won craft, wars that cost something, all of it rendered plainly and at a gallop. Begin where it began, with Magician, then follow the arcs in the order they were written, and the rift will carry you the rest of the way.
series4 books2014
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Shattered Sea is a young adult fantasy series written by the British author Joe Abercrombie. The trilogy was published by Del Rey in the United States and Harper Voyager in the UK.
series15 books2012
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Throne of Glass is a epic fantasy novel series by American author Sarah J. Maas, beginning with the entry of the same name, released on August 2, 2012. The story follows the journey of Celaena Sardothien, a teenage assassin in a corrupt kingdom with a tyrannical ruler, the King of Adarlan. As the story progresses, Celaena forms unexpected bonds and uncovers a conspiracy amidst her adventures. The series concluded with the eighth book in October 2018.
series13 books1954
part of Tolkien's legendarium
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The Lord of the Rings is an epic high fantasy novel written by the English author and scholar J. R. R. Tolkien. Set in Middle-earth, the story began as a sequel to Tolkien's 1937 children's book The Hobbit but eventually developed into a much larger work. Written in stages between 1937 and 1949, The Lord of the Rings is one of the best-selling books ever written, with over 150 million copies sold.
universe50 books1977
Start hereWord and the Void · The very beginning of the timeline
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Long after the world we know has burned itself to slag in the Great Wars, the Four Lands rise green over the bones of the old age. Science is a forbidden memory; magic has come back into the world, and with it the old divisions — Men, Elves, Dwarves, Trolls, and Gnomes, each Race a splinter of what humanity became. This is the far-future Earth of Shannara, where the ruins buried beneath the soil are ours, and the only keepers of the vanished knowledge are the Druids of Paranor, who wake once a generation to meet the darkness rising again. Terry Brooks opened the Four Lands in 1977 with The Sword of Shannara and has charted its history for four decades since — a legendarium ordered not by throne but by a single bloodline, the Ohmsfords, each generation inheriting an Elfstone, a blade, or a wishsong when the age demands a hero. The original trilogy gives way to the Heritage of Shannara, the Voyage of the Jerle Shannara, the High Druid, Dark Legacy, Defenders, and the concluding Fall of Shannara; the Genesis of Shannara books reach back to the apocalypse itself, and the Word and the Void trilogy back further still, into a demon-haunted version of our own present that is the root of everything after. In 2025 Brooks passed the histories to Delilah S. Dawson to carry forward. What sets these books apart is their long memory: a world where every triumph is provisional, where the same evil returns wearing a fresh shape each age, and magic always exacts its price. The reading is warm and headlong — questing companies, old talismans, journeys across a mapped and named wilderness — shadowed by the knowledge that all of it stands on the wreckage of a former world. Enter as readers first did: with The Sword of Shannara, then onward in publication order. The chronological path, beginning with Word and the Void, rewards a second journey, once the Four Lands already feel like home.
series4 books2018
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The Poppy War follows Rin, a war orphan who tests into an elite military academy and discovers a talent for shamanic power tied to a pantheon of vengeful gods. R. F. Kuang's trilogy reworks the Second Sino-Japanese War and its atrocities into an epic fantasy that grows darker and more morally compromised as it goes. It's told across The Poppy War, The Dragon Republic, and The Burning God.
series6 books1988
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The Dragon Prince and Dragon Star trilogies comprise six connected fantasy novels written by Melanie Rawn. The Dragon Prince trilogy focuses on Prince Rohan of the Desert and his Sunrunner wife, Sioned, while the Dragon Star trilogy focuses on their son, Pol. The Dragon Prince trilogy consists of novels Dragon Prince, The Star Scroll, and Sunrunner's Fire. The books in the Dragon Star trilogy are Stronghold, The Dragon Token, and Skybowl.
series4 books2015
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An Ember in the Ashes, set in a fantasy world modeled on ancient Rome, alternates between Laia, who spies on a brutal military academy for rebels in exchange for help freeing her imprisoned brother, and Elias, one of that academy's most skilled soldiers trying to break free of the empire he's been raised to serve. Sabaa Tahir's quartet, continuing through A Torch Against the Night, A Reaper at the Gates, and A Sky Beyond the Storm, follows the two toward a reckoning with the empire that trained one of them to enforce it.
series5 books2001
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Twins Barrick and Briony Eddon are next in line to rule Southmarch when their father the king is taken captive in war, leaving them to hold a fracturing kingdom together against scheming nobles and a slowly advancing invasion by the Qar, an ancient and inhuman people from beyond the mysterious Shadowline. Tad Williams's Shadowmarch series follows the twins as they're pulled toward secrets buried beneath their own castle, including gods older than the kingdom itself. The story runs across Shadowmarch, Shadowplay, Shadowrise, and Shadowheart.
series39 books1988
part of Forgotten Realms
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The Legend of Drizzt is a series of fantasy novels by R. A. Salvatore that began in 1988, and consists of 39 books as of August 15, 2023. They are based in the Forgotten Realms setting in the dimension of Abeir-Toril on the continent Faerûn in the Dungeons & Dragons universe currently published and owned by Wizards of the Coast. It combines the series The Dark Elf Trilogy, The Icewind Dale Trilogy, Legacy of the Drow, Paths of Darkness, The Hunter's Blades Trilogy, and other sets into an abridged compilation. Drizzt Do'Urden is the main character of most of the books.
universe526 books1987
Start hereForgotten Realms: The Legend of Drizzt · Start here
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Come in from the cold and mind the door — the wind off the Sword Coast has teeth. Faerûn is a lived-in world, the best-charted of the many lands that share the sky of Toril: a continent of walled cities and haunted wilds where the gods are near enough to answer, magic is a craft with rules and a cost, and every tavern hearth throws light on someone with a blade, a grudge, or a tale worth the telling. Beneath it all lies the Underdark, that black underland where the drow raise their spider-city of Menzoberranzan; above, the merchant towers of Waterdeep, the frost of Icewind Dale, the ruin-strewn North. This is the sword-and-sorcery world of Dungeons & Dragons rendered into prose — grand, generous, and endlessly walkable. It is a world of many hands, and the shelf shows it: some five hundred novels across eighty-odd cycles, uneven as any long telling but rich past counting. R. A. Salvatore's dark-elf ranger Drizzt Do'Urden anchors the whole — the Icewind Dale and Dark Elf trilogies and the long saga that follows. Ed Greenwood, who first dreamed the Realms, chronicles the Old Mage in the Elminster books. Around them turn the god-walking Avatar cycle and its Time of Troubles, the six-author War of the Spider Queen, Salvatore's Cleric Quintet, and Elaine Cunningham's elf-and-drow songs; Troy Denning and a company of others fill the marches between. What holds it together is warmth — the register of a bard who wants you fed and seated before the tale turns. Newcomers should follow Drizzt first: read Homeland and the Dark Elf trilogy for his beginning, or The Crystal Shard as first readers met him. Either door opens the Realms; the other eighty cycles wait past it.
universe436 books1984
Start hereDragons of Autumn Twilight · Start here
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The gods have kept their silence over Krynn for three hundred years, and the world has learned to make do without them: the dragons are a nursery tale, the old clerics gone, faith worn down to superstition. Then strangers bearing a blue crystal staff cross an autumn road, and shadows with wings blot out the three moons. This is a world where magic answers to those moons—white, red, and black—where a lance is the only weapon a dragon fears, and where the fate of nations turns on a handful of friends who meet again at a tavern table and find the age of legend has come for them. At its heart stand Margaret Weis and Tracy Hickman's twin trilogies. Chronicles—Dragons of Autumn Twilight, Winter Night, and Spring Dawning—follows the Heroes of the Lance through the War of the Lance; Legends turns inward to the twins, the frail mage Raistlin and his warrior brother Caramon, and the bargain a man will strike for power. Around this core Krynn sprawls across five ages and hundreds of volumes by many hands: The Raistlin Chronicles, The War of Souls, the Preludes and Meetings cycles, the Tales anthologies, with Richard A. Knaak, Douglas Niles, Jean Rabe, and Chris Pierson each adding elf-kingdoms, dragon-overlords, and long-buried history. It is a shared world—vast, uneven, honestly enormous. What sets Dragonlance apart is its warmth. This is heroic fantasy of fellowship and hard choices rather than grimness—the companionship of the road, courage measured against temptation, gods who watch to see whether mortals deserve them back. Begin with Chronicles, then read Legends; that pairing is the doorway every reader and both creators point newcomers through.
series5 books2010
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The Black Prism introduces Gavin Guile, the Prism — supreme religious and political authority over the Seven Satrapies, and the only person able to draft every color of magical light into solid, structural "luxin" — as an uprising and a hidden family secret both threaten to unravel the fragile peace he's built. Brent Weeks's five-book Lightbringer series pushes its chromaturgy magic system toward its physical and moral limits: drafters who overuse their color eventually "break the halo" and turn into monsters called wights.
universe19 books2013
Start hereThe Powder Mage Trilogy · Start here
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Load your powder, and pray your sorcery outruns their cannon. Here the age of kings is ending at musket-point: a world where black powder is not merely fired but eaten, and the men and women called powder mages snort a pinch of it to burn a trance across the battlefield — igniting an enemy's cartridges from a mile off, bending a bullet mid-flight, reading a room by the taste of the air. Against them stand the Privileged, glove-fingered sorcerers of the old order who summon fire and frost, and above both, gods who have not finished walking the earth. Brian McClellan builds this flintlock world across two linked trilogies. The Powder Mage Trilogy — Promise of Blood, The Crimson Campaign, The Autumn Republic — opens with a field marshal's coup against a rotten monarchy and the invasion, revolution, and divine reckoning that follow. Gods of Blood and Powder — Sins of Empire, Wrath of Empire, Blood of Empire — crosses the ocean a decade on to the colonial frontier of Fatrasta, where old soldiers, spies, and a heretic goddess collide. A run of novellas and short stories fills the corners between. Expect grapeshot and gunsmoke, siege lines and back-alley intrigue, generals and con men given equal weight. Begin at Promise of Blood and read in publication order — the trilogies run in sequence, and the short work is seasoning, not prerequisite.
series2 books2024
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This YA fantasy duology follows three young people bound to a corrupt Martial Empire: Aiz, an orphan seeking vengeance after tragedy strikes her family; Sirsha, a disgraced tracker with dangerous magical talent; and Quil, the crown prince wrestling with the rot at the heart of his own inheritance. Heir and its sequel Empire braid their converging paths into a fight over who gets to inherit, and reshape, an empire built on unchecked ambition.
series3 books2007
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Acacia: The War with the Mein begins with an empire's ruling Akaran children fleeing after assassins from an exiled people kill their father, scattering the heirs into a wider world whose comfortable myths — and the drug trade and slavery underwriting the empire's peace — turn out to be far uglier than they were raised to believe. David Anthony Durham's trilogy, continuing through The Other Lands and The Sacred Band, follows the siblings as each confronts a different piece of the empire's hidden machinery.
series4 books1970
part of Deryni
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Katherine Kurtz's Chronicles of the Deryni trilogy (Deryni Rising, Deryni Checkmate, High Deryni, 1970-1973) follows the young King Kelson Haldane defending his throne in Gwynedd, a kingdom modeled on 10th-to-12th-century Britain, against ecclesiastical opposition and foreign invasion. Central to the conflict is the Deryni, a persecuted human-like people with inherited psychic and magical powers, whose presence in and around the crown makes Kelson's reign a lightning rod for religious and political tension.
series2 books2019
part of Grishaverse
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Leigh Bardugo's Nikolai Duology picks up Nikolai Lantsov and Zoya Nazyalensky from her earlier Grishaverse trilogy set in Ravka, now dealing with the kingdom's fallout as king and general, and adds Nina Zenik from the Six of Crows spin-off working a mission out of Ketterdam. King of Scars and its sequel Rule of Wolves tie together threads from across the wider Grishaverse rather than starting fresh, raising the stakes to a hidden threat inside Nikolai himself. It functions as the convergence point for Bardugo's separate Grishaverse story lines.