Robin Hobb has spent two decades building up to the events of Fool’s Quest, beginning in 1996 with the introduction of the bastard FitzChivalry Farseer in Assassin’s Apprentice, the first book in the Farseer trilogy. All of Hobb’s intricate world building and delicate web spinning has led to this dark-tinged tale, the second in her Fitz and the Fool series.
Long after Fitz has gone from unacknowledged pseudo-heir to the throne to unacknowledged and invisible hero of the realm many times over, he retires to live out a happy life with his new family. He has a wife he can love out in public, he has a daughter he can finally claim as his own...and he has a royal family continuing to spy on him long after he thought his spying days were over. His ignorant bliss is shattered when he receives a message from a friend he had thought lost forever: The Fool’s child is in danger, and he needs Fitz to save the child. But first, he has to find out who the child is.
Fool’s Quest is a novel of love, loss and longing — and what constitutes family. One man will do almost anything to protect those he loves. But with everyone in danger, how many can Fitz save?
Readers who enjoyed Raymond Feist’s early novels or who enjoy Trudi Canavan will enjoy the Fitz and the Fool series.
There’s a new sheriff in town. The town just happens to be a rundown mining hub on a fringe planet populated by all manner of ill-tempered aliens, and the sheriff just happens to be Clara Bronson, a single mother looking for a fresh start. Copperhead: Vol. 1 is a genre-bending classic in the making, and the recent release of its first collected volume makes this the perfect time to jump onboard.
As if Sherriff Bronson didn’t have enough on her plate helping her son adjust to their new home and earning the respect of her grumpy deputy, Budroxifinicus, things get particularly tough for her when she gets called to investigate the brutal massacre of a local family on her very first day on the job. The investigation that follows leads Sherriff Bronson from neighborly squabbles to the seedy criminal underbelly of the local mining industry. Look no further for a tense mystery that’ll keep you guessing to the very end.
Writer Jay Faerber and artist Scott Godlewski have crafted a truly unique world here. The dusty mining town at the heart of the story is populated by a colorful cast of humans and aliens alike. Crooked industry tycoons, artificial humanoid soldiers leftover from a war long concluded and the wild creatures lurking in the wastes just outside of town are just a few of the fascinating inhabitants that come into play. Colorist Ron Riley ties the package together with a unique mix of vibrant colors and gritty textures that grant a distinct Old West style to the science fiction world. The final result of this fantastic collaboration is a world that fits in somewhere between Fargo and Blade Runner. The quirky cast, unforgettable setting and intricate plot make for a truly exceptional take on the classic murder mystery that’s sure to entertain.
Ever wished life was more like a video game, where you could save the world with your friends and triumph over evil alien invaders? Ever wanted to be the hero, making all the right choices and saving the day?
Ever thought that maybe, just maybe, there’s more to the story than the player gets to know?
Ernest Cline brings his pop culture-referencing, video game-playing and '80s nostalgia-inducing strengths to his second novel Armada. Following the success of his first novel Ready Player One, Cline’s newest hero is Zack Lightman, a senior in high school who holds the ranking of sixth best player in the video game Armada. Armada’s gameplay consists of defending the Earth from attacking alien forces; during missions players control drones instead of flying a manned flight suit. Outside of playing Armada, Zack has no direction in life and little interest in the outside world. He does enjoy listening to music and reading the journals his father left behind when he died. The journals detail his father’s conspiracy theory – all of the popular science fiction movies and video games over the past couple of decades are preparing humanity for an inevitable confrontation with an alien race. The video games in particular are being used to train gamers for future combat.
Zack thinks this all sounds rather far-fetched until the day he spots a spaceship hovering over his school. A spaceship that looks like one of the enemy alien ships in Armada. Suddenly everything Zack knew about reality has changed, and he’s whisked off to a secret government base to take part in defending Earth from the Europans, an alien species set on the destruction of humanity. And he’s thrilled, in a sense, because it’s exciting to be called upon to defend Earth. Except for the niggling voice in the back of Zack’s head that thinks the Europans are acting a little too much like a scripted video game villain. That maybe things aren’t as they seem, or as Zack’s commanding officers think they seem. But what can one video gamer do?
Armada blends the classic coming-of-age story with an alien invasion packed with action and thrills. While not as strong of a storyline as Ready Player One, Cline’s use of pop culture still provides plenty of chuckles. His action scenes make this a good book for any science fiction or video game fan.
Andrew MacLean, a rising powerhouse in the world of comics, gives a fresh, intimate take on the ever popular post-apocalyptic genre in ApocalyptiGirl: An Aria for the End Times. Written and illustrated by MacLean, ApocalyptiGirl is an in-depth character study of sorts, following Aria, a loner with a mysterious mission, and her cat, Jelly Beans, as they navigate the crumbling remains of civilizations past.
MacLean weaves fresh concepts together with some of the more familiar tropes of the post-apocalyptic genre. Sure, there are wandering bands of marauders and gunfights aplenty, but Aria isn’t your typical gruff drifter. She is an enthusiastic and often cheerful character with loads of pep and an unending well of affection set aside for her trusty feline sidekick. To categorize Aria only by her zest for life is to discredit the depth that MacLean has built into this character. Readers will follow her through scenes that range from serene to violent and heartbreaking to joyous, each revealing complex new facets of Aria’s personality.
You won’t find any barren badlands in this post-apocalyptic landscape. Aria’s world is one of cozy subway hideouts and sprawling ruins long reclaimed by nature, all vividly depicted in MacLean’s unmistakable style. Quiet moments of solitude and bloody action sequences alike are made equally impressive by the precise line work and expressive muted color palette.
ApocalyptiGirl is a masterfully crafted science fiction slice-of-life story that will have readers rooting for Aria from start to finish. For maximum post-apocalyptic fun, pair with Mad Max: Fury Road!
With the release of its third volume, the conclusion of the series’ first major story arc, now is the perfect time to catch up on Rick Remender and Matteo Scalera’s pulp sci-fi romp Black Science. Grant McKay and the Anarchist League of Scientists seek the infinite possibilities of the multiverse using the taboo science of interdimensional travel, but things go astray when they discover that “the Pillar,” the device they’ve designed to navigate them through other dimensions, has been tampered with, and is now juggling them between seemingly random alternate realities and parallel dimensions.
The inks and colors by Matteo Scalera and Dean White, respectively, are vibrant and full of energy. This spectacular art team transports the reader to fantastical locations: a swampy landscape ravaged by a war between humanoid fish and frogs, a parallel North America where Native Americans have advanced technologically far beyond the rest of the world and a planet inhabited by flying spider-hippos and millipede-like religious fanatics are just a few examples. (It’s exactly as much fun as it sounds.)
As action-packed and outlandish as Black Science is, Rick Remender’s strong sense of pacing keeps the drama focused on the characters. In addition to the threats that the group encounters as it tears through the walls of reality, the members also struggle with more personal troubles like handling the responsibilities of parenthood and dealing with the aftermath of infidelity.
Those who enjoy Black Science may also want to try Rick Remender and John Romita Jr.’s take on Captain America, which is infused with a similar sci-fi flair.
The central conceit of Jim C. Hines' Magic ex Libris series is that practitioners of magic can pull tools out of books, creating arsenals of the wildest ideas that authors have ever come up with. Consider the benefit of Lucy's magic cordial from The Lion, the Witch and the Wardrobe, a potion that can heal all wounds and sickness with just a drop, or the devastating power of Robert Jordan's balefire, a fire so strong that it doesn't just destroy its target, but erases it and all its works from existence. For years, Isaac Vainio was a Porter, a magical librarian tasked with keeping the public from knowing that magic even exists. In Unbound, book three in the Magic ex Libris series, the lid gets blown off so far that there's no chance magic will ever be secret again.
The value of the secret of magic is small compared to the incoming threat. An ancient queen has re-awoken, possessed the body of the only libriomancer who has so far figured out how to tap into e-books and started a rampage that should eventually result in a collapse of mortality and a whole lot of destruction. In her path: a former mage, the most kick-butt dryad to ever grace the pages of literature, a cranky psychiatrist not sure any of her extended family has any business in the field and the rapidly collapsing network of the Porters.
The greatest brilliance of Unbound may take place between the chapters, in one or two page stories that perfectly capture the fear and excitement of a world waking up to magic in its midst. As YouTubers fight over the special effects used in videos, wizards sneak into cancer wards and family members berate people for not doing enough when they had the power. It's exhilarating, heart-breaking and hopefully a promise of a fourth book set in the completely shattered status quo.
The United States of Europe needs oil, so it’s off to the New World for Eddie Cantrell, his wife Anne Catherine, a company of Irish mercenaries and the local Dutch fleet. Welcome to the Ring of Fire Universe, where a small West Virginian town was dropped into the middle of the Germanies in the Thirty Years’ War, founding the United States over a hundred years early. It is a massive shared universe in 1636: Commander Cantrell in the West Indies by Eric Flint and Chuck Gannon.
When Eric Flint wrote 1632, it was a simple lark — throwing modern machinery and freedom of religion in Europe, hitting blend and seeing what amusing anachronisms popped out. The universe runs off of three main rules. First, modern technology runs into Arthur C. Clarke’s Superiority paradox. It may be superior, but if it can’t be repaired or replaced easily, it’s no good in the long term. Second, history books have given all the major players an idea of who’s going to matter over the next few decades, and they can alter their plans accordingly. Third, small people can change the course of empires too, especially as Europe struggles with the ideas of democracy and freedom of religion. To add the kind of depth this premise is capable of, Flint threw open the doors, allowing other authors to first write short stories and collaborative novels. The universe got even bigger, and now there are over 20 novels focused on a wide variety of plot threads, and anthologies of meticulously researched fan stories. Quite a few authors got their starts writing for the Ring of Fire universe. It is living history.
1636 takes place around the Tar Lake of Trinidad, one of the more easily accessible oil fields of the world. Real politik leads the Wild Geese of Ireland, late of Spain, to found a new Irish Kingdom. Expect lengthy explanations of technology and politics, often more than plot or forward momentum. But that’s a big part of the reason the universe exists: to watch things being built in different directions.
Since the Clone Wars, Emperor Palpatine’s reach spans as far as Star Destroyer warp drives can extend. For some, the tumultuous peace is just another inevitable hardship of border planet living, but other galactic citizens aren’t as keen to bend to the Emperor’s will. In Star Wars: A New Dawn, longtime comic and Lucas Books writer John Jackson Miller introduces two new characters who are poised to become lingering thorns in Palpatine’s side as they rally their own rebellion, one refugee at a time.
Planet Gorse is only inhabited by holdout colonists clinging to a declining mining trade. They spend their days harvesting thorilide, a commodity for droid and weapons manufacturing, and their nights drinking away their hard-earned credits at Okadiah’s planetside cantina. Working to impress the Emperor, ruthless and cunning business mogul Count Vidian arrives on Gorse to survey the thorilide supply and optimize what little industry remains. His investigation leads him to Cynda, Gorse’s moon, which is also laden with thorilide. The trick is that extracting thorilide from beneath the moon’s surface is time-consuming, and both Vidian and the Emperor are unwilling to wait for the materials to trickle in from border space.
Kanan Jarrus is a Cyndan miner seemingly like all the other holdouts, but he is able to draw exceptional strength and willpower from the pain of loss he has been harboring since childhood. Jarrus notices the out-of-place Vidian marching around with his clone soldier escorts and takes it upon himself to keep the other miners safe by any means. He runs into Hera Syndulla, a Twi’lek spy who has been trailing Vidian across the galaxy, and the two ally to combat the encroaching Empire. Can they stop Vidian from hatching a nefarious plan to harvest Cynda’s resources in a highly unethical and ultimately lethal manner?
Kanan and Hera continue their adventures in the animated series Star Wars Rebels which has spawned numerous Star Wars books for children. Adult and teen readers who enjoy A New Dawn should round up their children, brothers and sisters for a Star Wars party!
Puff the Magic Dragon conjures up a saccharine image, kind of like a winged Barney. A dragon named Melted Face with hide like Kevlar is more a feature of nightmares. Unfortunately for herpetologist CJ Cameron, Melted Face and his cronies have her in their sights in the rip-roaring action thriller The Great Zoo of China by Matthew Reilly.
CJ is flying to China. The Chinese government is sparing no expense to bring her, along with influential politicians and reporters, to premiere their nation’s newest attraction: a phenomenal zoo designed to make the Disney’s amusement empire look rinky-dink. As they arrive at the park, located in a remote no-fly zone, CJ is stunned to see Greyhound bus-sized mythical creatures soaring through the sky. The official announcement? “Welcome to Great Dragon Zoo of China.”
Like a surreal Sea World, the visit starts with the equivalent of a dolphin show. A cute handler prompts dragons through tricks, explains they were were hatched from ancient eggs buried miles beneath the earth’s crust and ends by saddling up a sweet yellow dragon and flying into the clouds. CJ, however, sees both grim intelligence and simmering resentment in the lizards’ eyes, and this public relations visit quickly turns into a blood-soaked battle for survival as hordes of angry dragons turn their captors into prey. Furiously paced and laced with reptilian scientific factoids, The Great Zoo of China is an adrenaline-charged adventure of a tale.
Imagine that right this second you could be anywhere else in the world: Where would you go? What would you do? Who would you seek out? Where would your dreams take you?
Cent dreams of space. She can jump anywhere in the world. Space is a whole other set of challenges.
The ticking heart of a Steven Gould book is the hard science underlying a fantastic premise. Yes, Cent and her parents can jump anywhere in the world, but it's underpinned by physics. Playing around with the implications of instantaneous travel is only part of the package. Much of the rest of it comes from examinations of present day and near future space travel. The third pillar of a Steven Gould story is relatively normal characters living through the fantasy.
Exo is the fourth book in Gould's Jumper series, which climbed all the way to the box office in an almost completely unrelated movie. Every single book has looked at the implications of instant travel, and every book has shown new revelations. This is the first to take the concept into space and ponder questions with serious real world implications. We're unlikely to ever have the ability to teleport freely, but any method that could allow for cheap or free launches could change the course of human history in large and small ways. A long, positive look is taken at the idea of letting senior citizens spend time in the comfort of zero gravity, for instance.
It's not all science. There are broken hearts, patchy relationships, awkward family bonding and an organization of spies lurking in the background. But Exo is a fun, fast romp that plays with some big ideas.