Compulsory
All Systems Red
Artificial Condition
Rogue Protocol
Exit Strategy
Home: Habitat, Range, Niche, Territory
Network Effect
Fugitive Telemetry
More by Martha Wells
From the breakout SFF superstar author of Murderbot comes the remarkable sequel to the USA Today and Sunday Times bestselling novel, Witch King. A fantasy of epic scope, Queen Demon is a story of power and friendship, of trust and betrayal, and of the families we choose.
Dahin believes he has clues to the location of the Hierarchs' Well, and the Witch King Kai, along with his companions Ziede and Tahren, knowing there's something he isn't telling them, travel with him to the rebuilt university of Ancartre, which may be dangerously close to finding the Well itself.
Can Kai stop the rise of a new Hierarch?
And can he trust his companions to do what’s right?
Follow Kai to the end of the world in this thrilling sequel to the USA Today-bestselling Witch King.
The kingdom of Ile-Rien is in peril, menaced by magical threats and court intrigue. As the weak King Roland, misled by treacherous companions, rules the country, only his ruthless mother, the Dowager Queen Ravenna, truly guards the safety of the realm. But now Urbain Grandier, the dark master of scientific sorcery, has arrived to plot against the throne and Kade, bastard sister of the king, has appeared unexpectedly at court. The illegitimate daughter of the old king and the Queen of Air and Darkness herself, Kade's true goals are cloaked in mystery. Is she in league with the wizard Grandier? Or is she laying claim to the throne? It falls to Thomas Boniface, Captain of the Queen's Guard and Ravenna's former lover, to sort out who is friend, who is foe in a deadly game to keep the Dowager Queen and the kingdom she loves from harm.
Am I making it worse? I think I'm making it worse.
Everyone's favorite lethal SecUnit is back.
Following the events in Network Effect, the Barish-Estranza corporation has sent rescue ships to a newly-colonized planet in peril, as well as additional SecUnits. But if there’s an ethical corporation out there, Murderbot has yet to find it, and if Barish-Estranza can’t have the planet, they’re sure as hell not leaving without something. If that something just happens to be an entire colony of humans, well, a free workforce is a decent runner-up prize.
But there’s something wrong with Murderbot; it isn’t running within normal operational parameters. ART’s crew and the humans from Preservation are doing everything they can to protect the colonists, but with Barish-Estranza’s SecUnit-heavy persuasion teams, they’re going to have to hope Murderbot figures out what’s wrong with itself, and fast.
Yeah, this plan is... not going to work.
While running away from home for reasons that are eminently defensible, Emilie’s plans to stow away on the steamship Merry Bell and reach her cousin in the big city go awry, landing her on the wrong ship and at the beginning of a fantastic adventure.
Taken under the protection of Lady Marlende, Emilie learns that the crew hopes to use the aether currents and an experimental engine, and with the assistance of Lord Engal, journey to the interior of the planet in search of Marlende’s missing father.
With the ship damaged on arrival, they attempt to traverse the strange lands on their quest. But when evidence points to sabotage and they encounter the treacherous Lord Ivers, along with the strange race of the sea-lands, Emilie has to make some challenging decisions and take daring action if they are ever to reach the surface world again.
Once a fertile and prosperous land, Ile-Rien is under attack by the Gardier, a mysterious army whose storm-black airships appear from nowhere to strike without warning. Every weapon in the arsenal of Ile-Rien's revered wizards has proven useless.
And now the last hope of a magical realm under siege rests within a child's plaything.
Tremaine Valiarde and a small, brave band of heroes ventured into a wondrous new realm on their desperate mission to save Ile-Rien from the conquering Gardier. Now, as a relentless enemy creates chaos and destruction -- with the fate of the magical city of Lodun hanging in the balance -- the last hope of a land besieged may rest on the far side of a secret portal. But the doorway leads to a mysterious ruin hidden behind the awesome Gate of Gods -- and to perils that dwarf anything Tremaine and her allies could have possibly imagined. . . .
Known for her lush, intricate worlds and complex characters, acclaimed author Martha Wells has delighted readers with her extraordinary fantasy novels of daring and wit. With The Wizard Hunters she launched her most ambitious undertaking yet -- the return to the beloved world of the Nebula Award-nominated The Death of the Necromancer and The Fall of Ile-Rien. Now the saga continues in a triumph of suspense and imagination. Despite a valiant struggle against superior forces, the country of Ile-Rien has fallen to the onslaught of the relentless Gardier, a faceless army of sorcerers determined to conquer all civilization. To save the remnants of her country, former playwright Tremaine Valiarde undertakes an epic journey to stop the Gardier. Rescuing the proud ship Queen Ravenna from destruction, Tremaine and a resolute band of sorcerers and warriors set sail across magical seas on a voyage of danger and discovery. For the secret to defeating the enemy -- and to rescuing the world from the Gardier's inimitable hatred -- lies far beyond the walls of the world, and only the tenuous ties of friendship and honor will keep the band together. But the Gardier are not the only evil in this tumultuous world, and an ancient terror stalks the ornate rooms and shadowy decks of the Queen Ravenna -- a force so malevolent and enigmatic that even the growing power of the sorcerer's sphere may not be enough to save Ile-Rien from utter ruin.
Nicholas Valiarde is a passionate, embittered nobleman with an enigmatic past. Consumed by thoughts of vengeance, he is consoled only by thoughts of the beautiful, dangerous Madeline. He is also the greatest thief in all of Ile-Rien... On the gas light streets of the city, he assumes the guise of a master criminal, stealing jewels from wealthy nobles to finance his quest for vengeance the murder of Count Montesq. Montesq orchestrated the wrongful execution of Nicholas's beloved godfather on false charges of necromancy--the art of divination through communion with spirits of the dead--a practice long outlawed in the kingdom of Ile-Rein.
But now Nicholas's murderous mission is being interrupted by a series of eerie, unexplainable, even fatal events. Someone with tremendous magical powers is opposing him. Children vanish, corpses assume the visage of real people, mortal spells are cast, and traces of necromantic power that hasn't been used for centuries are found. And when a spiritualist unwittingly leads Nicholas to a decrepit mansion, the monstrous nature of his peril finally emerges in harrowing detail. Nicholas and his compatriots must destroy an ancient and awesome evil. Even the help of Ile-Rien's greatest sorcerer may not be enough, for Nicholas faces a woefully mismatched battle--and unthinkable horrors await the loser.