There’s been a murder. Allegedly. William de Worde is the Discworld’s first investigative journalist. He didn’t mean to be – it was just an accident. But, as William fills his pages with reports of local club meetings and pictures of humorously shaped vegetables, dark forces high up in Ankh-Morpork’s society are plotting to overthrow the city’s ruler, Lord Vetinari.
Time is a resource. Everyone knows it has to be managed.
And on the Discworld that is the job of the Monks of History, who store it and pump it from the places where it's wasted (like underwater - how much time does a codfish need?) to places like cities, where there's never enough time.
But the construction of the world's first truly accurate clock starts a race against, well, time for Lu Tze and his apprentice Lobsang Ludd. Because it will stop time. And that will only be the start of everyone's problems.
"Thief of Time" comes complete with a full supporting cast of heroes, villains, yetis, martial artists and Ronnie, the fifth Horseman of the Apocalypse (who left before they became famous).
It's the night before Hogswatch. And it's too quiet.
Where is the big jolly fat man? Why is Death creeping down chimneys and trying to say Ho Ho Ho? The darkest night of the year is getting a lot darker...
Susan the gothic governess has got to sort it out by morning, otherwise there won't be a morning. Ever again...
The 20th Discworld novel is a festive feast of darkness and Death (but with jolly robins and tinsel too).
Death comes to us all. When he came to Mort, he offered him a job.
Death is the Grim Reaper of the Discworld, a black-robed skeleton with a scythe who ushers souls into the next world. He is also fond of cats and endlessly baffled by humanity. Soon Death is yearning to experience what humanity really has to offer, but to do that, he'll need to hire some help.
It's an offer Mort can't refuse. As Death's apprentice he'll have free board, use of the company horse—and being dead isn't compulsory. It's a dream job—until Mort falls in love with Death's daughter, Ysabell, and discovers that your boss can be a killer on your love life…
The LitRPG bestseller releasing in a stunning new deluxe hardcover edition, now with a new Afterword.
“How to Defeat a Demon King in Ten Easy Steps is an endlessly inventive and entertaining love letter to all of us underdogs who spent countless hours with a game controller in hand, daydreaming about how we would save the realm.” —Matt Dinniman, New York Times bestselling author of the Dungeon Crawler Carl series
For thousands of years, there has been a cycle: a Demon King rises and conquers, and a Hero is reborn a hundred years later to defeat him. Each time, civilizations are ground to dust beneath the Demon King’s hordes, but humanity has remained secure in the belief that a Hero of legend will always save them. There’s just one slight problem. It’s only been twenty-three years since the Demon King’s latest rise, and this time, he’s already conquered more than half the world. If humanity simply waits for the Hero’s return, there may be no world left for him to save.
And so, Yui Shaw sets out with an ambitious plan. A ten-step plan.
She’ll find a way to obtain the Hero’s legendary sword. She’ll earn obscure classes, gain levels, and increase her skills. She’ll travel to the meticulously-crafted dungeons that seem designed for one specific Hero to complete. And, if she’s truly (un)fortunate, she might even find a fairy.
As it moves towards a seemingly inevitable collision with a malevolent red star, the Discworld has only one possible saviour. Unfortunately, this happens to be the singularly inept and cowardly wizard called Rincewind, who was last seen falling off the edge of the world...
This is where the dragons went. They lie... not dead, not asleep, but... dormant. And although the space they occupy isn't like normal space, nevertheless they are packed in tightly. They could put you in mind of a can of sardines, if you thought sardines were huge and scaly. And presumably, somewhere, there's a key...
'An endlessly inventive and entertaining love letter to all of us underdogs who spent countless hours with a game controller in hand, daydreaming about how we would save the realm' Matt Dinniman, New York Times-bestselling author of the Dungeon Crawler Carl series
For thousands of years, there has been a a Demon King rises and conquers, and a Hero is reborn a hundred years later to defeat him. Each time, civilisations are ground to dust beneath the Demon King's hordes, but humanity has remained secure in the belief that a Hero of legend will always save them. There's just one slight problem. It's only been 23 years since the Demon King's latest rise, and this time, he's already conquered more than half the world. If humanity simply waits for the Hero's return, there may be no world left for him to save.
And so, Yui Shaw sets out with an ambitious plan. A 10-step plan.
She'll find a way to obtain the Hero's legendary sword. She'll earn obscure classes, gain levels, and increase her skills. She'll travel to the meticulously-crafted dungeons that seem designed for one specific Hero to complete. And, if she's truly (un)fortunate, she might even find a fairy.
How to Defeat a Demon King in Ten Easy Steps is an unmissable LitRPG fantasy adventure perfect for fans of Legends & Lattes by Travis Baldree and all your favourite RPG stories from The Legend of Zelda, Baldur's Gate, and Split Fiction to Dungeons & Dragons, Critical Role, and Dimension 20.
Maurice and the rats have teamed up with a young lad named Keith to implement a clever moneymaking scheme. Upon entering a town, the rats make a general nuisance of themselves -- stealing food and widdling on things -- until the townsfolk become desperate to get rid of them. Then Maurice and Keith appear on the scene and offer to save the day by ridding the town of its infestation for a small fee. It seems like a surefire plan until the group arrives in the town of Bad Blintz and gets hooked up with Malicia, a young girl with a vivid imagination and a knack for finding trouble. When it's discovered that Bad Blintz already has a rat problem -- one that a couple of shifty-eyed rat catchers claim to have under control -- things turn deadly. For lurking beneath the town's streets is an obstacle course of mangling rattraps and noxious poisons. And beyond that is a monster so powerful and ugly, even Malicia couldn't imagine it.
As Maurice and the rats battle for their very survival, a number of provocative themes surface: life after death, good versus evil, and the sacrifice of the few for the many.
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