Twelve-year-old Sunny lives in Nigeria, but she was born American. Her features are African, but she's albino. She's a terrific athlete, but can't go out into the sun to play soccer. There seems to be no place where she fits. And then she discovers something amazing-she is a "free agent," with latent magical power. Soon she's part of a quartet of magic students, studying the visible and invisible, learning to change reality. But will it be enough to help them when they are asked to catch a career criminal who knows magic too?
Tea's gift for death magic means that she is a bone witch, a title that makes her feared and ostracized by her community, but when an older bone witch trains her to become an asha--one who can wield elemental magic--Tea will have to overcome her obstacles and make a powerful choice in the face of danger as dark forces approach.
Times are hard in the mountain city of Fellsmarch. Reformed thief Han Alister will do almost anything to eke out a living for his family. The only thing of value he has is something he can't sell—the thick silver cuffs he's worn since birth. They're clearly magicked—as he grows, they grow, and he's never been able to get them off. Meanwhile, Raisa ana'Marianna, princess heir of the Fells, has her own battles to fight. She's just returned to court after three years of freedom in the mountains—riding, hunting, and working the famous clan markets. Raisa wants to be more than an ornament in a glittering cage. She aspires to be like Hanalea—the legendary warrior queen who killed the Demon King and saved the world. But her mother has other plans for her...
The Seven Realms tremble when the lives of Hans and Raisa collide, fanning the flames of the smoldering war between clans and wizards.
Tyrants cut out hearts. Rulers sacrifice their own. Princess Hesina of Yan has always been eager to shirk the responsibilities of the crown, but when her beloved father is murdered, she's thrust into power, suddenly the queen of an unstable kingdom. Determined to find her father's killer, Hesina does something desperate: she enlists the aid of a soothsayer—a treasonous act, punishable by death… because in Yan, magic was outlawed centuries ago. Using the information illicitly provided by the sooth, and uncertain if she can trust even her family, Hesina turns to Akira—a brilliant investigator who's also a convicted criminal with secrets of his own. With the future of her kingdom at stake, can Hesina find justice for her father? Or will the cost be too high?
Paris, 1889: The world is on the cusp of industry and power, and the Exposition Universelle has breathed new life into the streets and dredged up ancient secrets. In this city, no one keeps tabs on secrets better than treasure-hunter and wealthy hotelier, Séverin Montagnet-Alarie. But when the all-powerful society, the Order of Babel, seeks him out for help, Séverin is offered a treasure that he never imagined: his true inheritance. To find the ancient artifact the Order seeks, Séverin will need help from a band of experts: An engineer with a debt to pay. A historian who can't yet go home. A dancer with a sinister past. And a brother in all but blood, who might care too much. Together, they'll have to use their wits and knowledge to hunt the artifact through the dark and glittering heart of Paris. What they find might change the world, but only if they can stay alive.
Sophie Hatter reads a great deal and soon realizes that as the eldest of three daughters she is doomed to an uninteresting future. She resigns herself to making a living as a hatter and helping her younger sisters prepare to make their fortunes. But adventure seeks her out in the shop where she sits alone, dreaming over her hats. The wicked Witch of the Waste, angered by ``competition'' in the area, turns her into a old woman, so she seeks refuge inside the strange moving castle of the wizard Howl. Howl, advertised by his apprentice as an eater of souls, lives a mad, frantic life trying to escape the curse the witch has placed on him, find the perfect girl of his dreams and end the contract he and his fire demon have entered. Sophie, against her best instincts and at first unaware of her own powers, falls in love. Howl makes a superb superhero. Never has a man worried more about his hair and his clothes in the midst of imminent disaster and an incredibly messy home. Series sequence: Howl's Moving Castle, Castle in the Air, and House of Many Ways.
In a world dominated by the brutal Vathek empire, eighteen-year-old Amani dreams of having an adventure and traveling beyond her isolated home. But when adventure comes, it is not what she expects: she is kidnapped by the regime and taken to become a body double for the cruel and hated half-Vathek Princess Maram.
Amani is desperate to leave the dead-end town of Dustwalk, and she's counting on her sharpshooting skills to help her escape. But after she meets Jin, the mysterious rebel running from the Sultan's army, she unlocks the powerful truth about the desert nation of Miraji...and herself.
Sent to a boarding school in Ancelstierre as a young child, Sabriel has had little experience with the random power of Free Magic or the Dead who refuse to stay dead in the Old Kingdom. But during her final semester, her father, the Abhorsen, goes missing, and Sabriel knows she must enter the Old Kingdom to find him. She soon finds companions in Mogget, a cat whose aloof manner barely conceals its malevolent spirit, and Touchstone, a young Charter Mage long imprisoned by magic, now free in body but still trapped by painful memories. As the three travel deep into the Old Kingdom, threats mount on all sides. And every step brings them closer to a battle that will pit them against the true forces of life and death -- and bring Sabriel face-to-face with her own hidden destiny.
Ketterdam: a bustling hub of international trade where anything can be had for the right price—and no one knows that better than criminal prodigy Kaz Brekker. Kaz is offered a chance at a deadly heist that could make him rich beyond his wildest dreams. But he can’t pull it off alone. . . A convict with a thirst for revenge. A sharpshooter who can’t walk away from a wager. A runaway with a privileged past. A spy known as the Wraith. A Heartrender using her magic to survive the slums. A thief with a gift for unlikely escapes.
Kaz’s crew is the only thing that might stand between the world and destruction—if they don’t kill each other first.
Things are not what they seem in this story of wit, adventure, and philosophy. Gen, an accomplished thief incarcerated for stealing the king's seal, is dragged from his cell by the king's magus, who is on a quest. The prize is Hamiathes's Gift, said to be a creation of the gods that confers the right of rule on the wearer. During the quest, the magus and Gen take turns telling the youngest member of their party myths about the Eddisian god of thieves. Turner does a phenomenal job of creating real people to range through her well-plotted, evenly paced story. No one is entirely evil or completely perfect. Gen is totally human in his lack of discipline, seeming lack of heroism, and need for sleep and food. The magus makes the transition from smug, superior scholar to decent guy in a believable fashion. Gen makes an interesting anti-hero and his adventures continue in the series' subsequent titles - The Queen of Attolia, The King of Attolia, and A Conspiracy of Kings. Even the queen gets into the anti-hero act in a big way...
People lived because she killed. People died because he lived. Zafira is the Hunter, disguising herself as a man when she braves the cursed forest of the Arz to feed her people. Nasir is the Prince of Death, assassinating those foolish enough to defy his autocratic father, the sultan. If Zafira was exposed as a girl, all of her achievements would be rejected; if Nasir displayed his compassion, his father would punish him in the most brutal of ways. Both Zafira and Nasir are legends in the kingdom of Arawiya—but neither wants to be. War is brewing, and the Arz sweeps closer with each passing day, engulfing the land in shadow. When Zafira embarks on a quest to uncover a lost artifact that can restore magic to her suffering world and stop the Arz, Nasir is sent by the sultan on a similar mission: retrieve the artifact and kill the Hunter. But an ancient evil stirs as their journey unfolds—and the prize they seek may pose a threat greater than either can imagine.
Adelina Amouteru survived the blood fever, a deadly illness that killed many, but left others with strange markings and supernatural powers. Cast out by her family, Adelina joins the secret society of the Young Elites and discovers her own dangerous abilities.