The Liveship Traders trilogy reaches its conclusion as the Vestrit family, the serpents migrating north, the sea-serpent wizards, and the full history of the Rain Wilds converge. Hobb resolves every storyline with characteristic emotional force, and the origins of the liveships are among the most devastating and most earned reveals in the entire Realm of the Elderlings.
As the world begins to end, Vin, Elend, and their companions race to find the Hero of Ages and uncover the true nature of the powers that have shaped their world from the beginning.
The seven demigods of the Prophecy finally unite aboard the Argo II for a dangerous quest to Rome. Annabeth carries the burden of a solo quest following the Mark of Athena — a path that no child of Athena has survived — while the team races to prevent war between Greek and Roman demigods.
The revolution has won. The old order has fallen. The Age of Madness concludes in a storm of terror, betrayal, and the discovery that liberation is easier to promise than to deliver. Abercrombie brings his First Law world to its most devastating reckoning — and finds that the most interesting question is not how revolutions begin but what they become.
The darkest instalment yet — as the prophecy surrounding the Vega twins comes into sharper focus, betrayals shake the alliances they have built, and the battle for Solaria approaches.
Alliances are forged and fractured as the Vega twins draw closer to claiming their throne — and the final confrontation with the forces threatening Solaria becomes inevitable.
A generation after the original First Law trilogy, industrial revolution is tearing through the Union. Machines are replacing workers, class conflict is turning violent, and the old powers — the Inquisition, the banking houses, the magi — are trying to hold on to what they have. The children of the original trilogy's characters inherit both the world and its problems.
Lirael and Sameth face the greatest threat the Old Kingdom has known — a free magic creature of ancient and terrible power. The concluding volume of the original Old Kingdom trilogy resolves its two storylines in a climax of genuine emotional and moral weight.
Left for dead, Fitz is resurrected through his Wit bond with his wolf Nighteyes. Driven by a purpose he cannot resist, he crosses a kingdom in ruins to find Prince Verity — the king who went into the mountains to wake the Elderlings. The longest and most mythologically ambitious entry in the Farseer Trilogy.
Monza Murcatto is the Snake of Talins — the most feared mercenary captain in Styria — until she's betrayed and thrown from a high window by the duke she served. She survives. Seven men were in the room. She intends to kill every one of them. A revenge thriller set in the world of the First Law trilogy.
The new novel from Nora Roberts, releasing November 17, 2026. Birth of the Witch launches the Coven of Three trilogy, blending romance with magic and the supernatural from one of the best-selling authors of all time.
Victorian London, 1878. Tessa Gray arrives from New York looking for her brother and is captured by demons. Rescued by the Shadowhunters of the London Institute, she discovers she has a rare power: she can transform into anyone she touches. Set a century before the Mortal Instruments, the Infernal Devices prequel trilogy begins here.
Written for his son during the fatwa years, Rushdie's fable follows Haroun Khalifa, whose father — a professional storyteller — has lost the ability to tell stories. The quest to restore this gift takes Haroun to the Sea of Stories, where an army of Silence is trying to poison the ocean from which all stories flow. The most direct allegory in Rushdie's work, it is also his most purely enjoyable — a defense of storytelling as a fundamental human right.
The Hogfather — Discworld's version of Father Christmas — has gone missing, and someone has hired the Assassins' Guild to make sure he stays that way. Death must put on the red suit and fill in, delivering presents on a flying sleigh, while his granddaughter Susan investigates the conspiracy behind the disappearance of belief itself.
The original Shatter Me trilogy concludes — Juliette must finally embrace her power and decide who she truly is, as the world around her collapses toward revolution.
Los Angeles, five years after the events of City of Heavenly Fire. Emma Carstairs is a Shadowhunter obsessed with finding the truth about her parents' murders, and her parabatai Julian Blackthorn is hiding feelings for her that Shadowhunter law forbids. As a series of ritual murders echoes the killings that took Emma's parents, the first Dark Artifices novel opens a new chapter in the Shadowhunter world.
The Ankh-Morpork City Watch is being diversified — trolls, dwarfs, a werewolf — and someone has stolen the Gonne, the Disc's first and only firearm. Sam Vimes is about to retire to marry Lady Sybil. Corporal Carrot, possibly the rightful heir to the throne, begins to understand what kind of man he wants to be.
The Shadowhunter world is fracturing: the Cohort has seized control of the Clave, Emma and Julian's parabatai bond has become something that threatens to destroy them both, and an invasion from the faerie realm hangs over everything. The Dark Artifices concludes in Clare's longest single volume — 912 pages that resolve multiple series' worth of threads.
Aelin Galathynius — the assassin formerly known as Celaena — returns to Rifthold with one goal: free her friend Aedion and destroy the king who murdered her family. But the city she returns to is darker than the one she left, and her old enemies have become new allies in ways she never expected.
Death is fired by the Auditors of Reality and given a finite lifespan. Taking the name Bill Door, he becomes a farmhand and experiences for the first time what it means to be mortal. Meanwhile, in Ankh-Morpork, the life-force that would have been collected by Death has nowhere to go — and the city starts filling up with something very strange.
Shy South returns from a supply run to find her home burned and her siblings taken. She follows into the Far Country — the frontier beyond the Union's maps — on a wagon train west. Red Country is Abercrombie's conscious Western, a genre transplant that puts the First Law world's moral cynicism into the mythology of the American frontier.
The fourth Stormlight Archive novel follows the war against the Fused as Kaladin confronts depression, Navani discovers the nature of anti-Stormlight, and Eshonai's past is finally told.
The Vestrit family's liveship — a wizardwood vessel that becomes sentient after absorbing three generations of deaths at the helm — is contested between family members as debt, grief, and ambition pull it in different directions. Hobb's second Realm of the Elderlings trilogy expands the world of the Farseer books outward into the sea-trading culture of Bingtown.