The Mirror Empire


Kameron Hurley - 2014
    On the eve of a recurring catastrophic event known to extinguish nations and reshape continents, a troubled orphan evades death and slavery to uncover her own bloody past… while a world goes to war with itself.In the frozen kingdom of Saiduan, invaders from another realm are decimating whole cities, leaving behind nothing but ash and ruin.As the dark star of the cataclysm rises, an illegitimate ruler is tasked with holding together a country fractured by civil war, a precocious young fighter is asked to betray his family and a half-Dhai general must choose between the eradication of her father’s people or loyalty to her alien Empress.Through tense alliances and devastating betrayal, the Dhai and their allies attempt to hold against a seemingly unstoppable force as enemy nations prepare for a coming together of worlds as old as the universe itself.In the end, one world will rise – and many will perish.

Rabbits


Terry Miles - 2021
    It's an average work day. You've been wrapped up in a task, and you check the clock when you come up for air—4:44 pm. You go to check your email, and 44 unread messages have built up. With a shock, you realize it is April 4th—4/4. And when you get in your car to drive home, your odometer reads 44,444. Coincidence? Or have you just seen the edge of a rabbit hole? Rabbits is a mysterious alternate reality game so vast it uses our global reality as its canvas. Since the game first started in 1959, ten iterations have appeared and nine winners have been declared. Their identities are unknown. So is their reward, which is whispered to be NSA or CIA recruitment, vast wealth, immortality, or perhaps even the key to unlocking the secrets of the universe itself. But the deeper you get, the more deadly the game becomes. Players have died in the past—and the body count is rising. And now the eleventh round is about to begin. Enter K—a Rabbits obsessive who has been trying to find a way into the game for years. That path opens when K is approached by billionaire Alan Scarpio, the alleged winner of the sixth iteration. Scarpio says that something has gone wrong with the game and that K needs to fix it before Eleven starts or the whole world will pay the price. Five days later, Scarpio is declared missing. Two weeks after that, K blows the deadline and Eleven begins. And suddenly, the fate of the entire universe is at stake.

At the Mountains of Madness and Other Tales of Terror


H.P. Lovecraft - 1981
    The Barren, windswept interior of the Antarctic plateau was lifeless--or so the expedition from Miskatonic University thought. Then they found the strange fossils of unheard-of creatures...and the carved stones tens of millions of years old...and, finally, the mind-blasting terror of the City of the Old Ones. Three additional strange tales, written as only H.P. Lovecraft can write, are also included in this macabre collection of the strange and the weird.Table of Contents:At the Mountains of Madness • [Cthulhu Mythos] • (1936) • novel by H. P. Lovecraft The Dreams in the Witch-House • [Cthulhu Mythos] • (1933) • novelette by H. P. Lovecraft The Shunned House • (1928) • novelette by H. P. Lovecraft The Statement of Randolph Carter • [Randolph Carter] • (1920) • shortstory by H. P. Lovecraft

Jonathan Strange & Mr Norrell


Susanna Clarke - 2004
    She has created a world so thoroughly enchanting that eight hundred pages leave readers longing for more.English magicians were once the wonder of the known world, with fairy servants at their beck and call; they could command winds, mountains, and woods. But by the early 1800s they have long since lost the ability to perform magic. They can only write long, dull papers about it, while fairy servants are nothing but a fading memory.But at Hurtfew Abbey in Yorkshire, the rich, reclusive Mr Norrell has assembled a wonderful library of lost and forgotten books from England's magical past and regained some of the powers of England's magicians. He goes to London and raises a beautiful young woman from the dead. Soon he is lending his help to the government in the war against Napoleon Bonaparte, creating ghostly fleets of rain-ships to confuse and alarm the French.All goes well until a rival magician appears. Jonathan Strange is handsome, charming, and talkative-the very opposite of Mr Norrell. Strange thinks nothing of enduring the rigors of campaigning with Wellington's army and doing magic on battlefields. Astonished to find another practicing magician, Mr Norrell accepts Strange as a pupil. But it soon becomes clear that their ideas of what English magic ought to be are very different. For Mr Norrell, their power is something to be cautiously controlled, while Jonathan Strange will always be attracted to the wildest, most perilous forms of magic. He becomes fascinated by the ancient, shadowy figure of the Raven King, a child taken by fairies who became king of both England and Faerie, and the most legendary magician of all. Eventually Strange's heedless pursuit of long-forgotten magic threatens to destroy not only his partnership with Norrell, but everything that he holds dear.