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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.
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.
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.
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.
series2 books1937
completed
part of Tolkien's legendarium
similar byadventuroussecondary worlddragonsfantasyepic fantasy
The Hobbit (1937) is J. R. R. Tolkien's children's fantasy novel following the reluctant burglar Bilbo Baggins, who joins a company of dwarves and the wizard Gandalf on a journey to reclaim treasure guarded by the dragon Smaug. It stands as a complete adventure on its own, but shares its setting with the rest of Tolkien's legendarium and leads into the events of The Lord of the Rings.
series26 books1950
part of Narnia Universe
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The Chronicles of Narnia is a series of seven portal fantasy novels by British author C. S. Lewis. Illustrated by Pauline Baynes and originally published between 1950 and 1956, the series is set in the fictional realm of Narnia, a fantasy world of magic, mythical beasts, and talking animals. It narrates the adventures of various children who play central roles in the unfolding history of the Narnian world. Except in The Horse and His Boy, the protagonists are all children from the real world who are magically transported to Narnia, where they are sometimes called upon by the lion Aslan to protect Narnia from evil. The books span the entire history of Narnia, from its creation in The Magician's Nephew to its eventual destruction in The Last Battle.
series4 books2014
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Age of Legends is a fantasy trilogy by Kelley Armstrong, comprising Sea of Shadows, Empire of Night, and Forest of Ruin (2014–2016), distinct from her contemporary paranormal Darkest Powers books.
series21 books2009
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These tie-in novels expand BioWare's Dragon Age video game series into prose, mostly written by the games' own lead writers, and are set in the same dark-fantasy world of Thedas. The Stolen Throne and The Calling serve as prequels filling in the backstory of characters central to the first game, while later books such as Asunder and The Masked Empire tie more directly into the plots and politics of the sequels. They are written for players wanting deeper lore rather than as standalone entry points to the setting.
series3 books2019
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Samantha Shannon's The Priory of the Orange Tree opens a feminist retelling of the Saint George and the Dragon myth: Queen Sabran the Ninth of Inys faces pressure to secure an heir and hold her divided realm together as an ancient draconic enemy stirs. Multiple viewpoints carry the story, including Ead Duryan, a lady-in-waiting secretly protecting the queen through forbidden magic, and Tané, a dragonrider facing a life-changing choice, as Eastern and Western powers edge toward war instead of alliance. A Day of Fallen Night, set generations earlier in the same world, continues the Roots of Chaos cycle.
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.
series12 books1999
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Stan Nicholls's Orcs novels invert typical fantasy roles, following a warband of orcs as sympathetic protagonists defending their homeland of Maras-Dantia against human colonizers and rival magic-users encroaching on their territory. The books were originally published as the Orcs: First Blood trilogy before being collected into omnibus volumes. Nicholls treats the orcs' culture and internal politics with the same seriousness usually reserved for human fantasy protagonists.
series24 books2012
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Wings of Fire is a children's adventure fantasy novel series about dragons, written by Tui T. Sutherland and published by Scholastic Inc. The series has been translated into over ten languages, with some versions having their own cover art, has sold over 30 million copies worldwide making it one of the most successful fantasy series for young readers, and has been on the New York Times Best Seller list for over 300 weeks. Wings of Fire is rated for ages 7–12 according to Scholastic, Inc. The series has also proven popular with young adults and older audiences.
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.
series15 books2013
part of The Powder Mage
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The Powder Mage trilogy is a series of epic fantasy novels written by American author Brian McClellan. It consists of the novels Promise of Blood (2013), The Crimson Campaign (2014) and The Autumn Republic (2015). In 2014, Promise of Blood received the Morningstar Award for Best Fantasy Newcomer. Several short stories and novellas set in the world of The Powder Mage trilogy have been published, as well as an additional trilogy called Gods of Blood and Powder.
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.
series6 books2012
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Among Ghosts (2025) is Rachel Hartman's most recent return to the world she introduced in Seraphina, extending the setting beyond the original duology. It belongs to Hartman's wider Seraphina-world writing rather than continuing as a numbered sequel in the core two-book series.
universe23 books2001
Start hereKeeper Martin's Tale · Start here
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Where the old roads give out, a grey mist gathers over fallen towers, and the keepers of the tale hold to what the kingdoms have chosen to forget. Ruin Mist is a secondary fantasy world of mortal realms and the long-lived Elves of the Reaches, its lands still haunted by an elder age. Into its quarrels come a boy burdened with a magic he is forbidden to wield and a princess pressed toward a fate larger than her house — threads that draw the world toward a reckoning older than any living throne. The world is the work of a single hand, Robert Stanek, told across linked cycles rather than one unbroken line. Keeper Martin's Tales opens the door, beginning with The Kingdoms and the Elves of the Reaches, and In the Service of Dragons carries the story onward; around them gather the Ruin Mist Chronicles and Ruin Mist Tales, with later cycles — Ruin Mist Heroes, Ruin Mist Dark Path, Dawn of the Ages — returning to the same realms and bloodlines. The point of view leans young, often falling to characters coming of age at the ragged edge of great events. The register is traditional high fantasy: quests and councils of kings, a dwindling elven remnant, and forbidden power that pulls its bearer toward peril. It aims for the old, earnest key of the genre rather than irony. A newcomer should enter at the beginning of Keeper Martin's Tales — The Kingdoms and the Elves of the Reaches — and read outward through the cycles from there.
series29 books1984
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Dennis L. McKiernan's Mithgar novels are set in a Tolkien-indebted high-fantasy world of Elves, Dwarves, Warrows, and ancient evils, told across a loose sequence of trilogies, standalone novels, and story collections rather than one continuous arc. Dragondoom, one of the series' entries, follows a dwarven expedition seeking vengeance against a dragon responsible for an old massacre. The books span roughly three decades of publication, sharing setting and history more than a single throughline plot.
series7 books1967
part of Moorcock's Multiverse
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The History of the Runestaff is an omnibus collection of four fantasy novels by British writer Michael Moorcock, consisting of The Jewel in the Skull, The Mad God's Amulet, The Sword of the Dawn, and The Runestaff. Charting the adventures of Dorian Hawkmoon, a version of the Eternal Champion, it takes place in a far-future version of Europe in which the insane rulers of the Dark Empire of Granbretan are engaged in conquering the continent. Written between 1967 and 1969, it is considered a classic of the genre, and has proven highly influential in shaping subsequent authors' works.
series4 books2023
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Rebecca Yarros's The Empyrean opens with Fourth Wing, following Violet Sorrengail as she's pushed into a brutal dragon-rider war college despite having trained for a different, less physically demanding path. Iron Flame and Onyx Storm continue her survival among rival riders and a wider political conflict facing the kingdom of Navarre. The series pairs a competitive military-academy structure with a central romance thread running alongside the war narrative.
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.