The Relic Guild Trilogy

Science Fiction & Fantasy, Fantasy, Epic Fantasy
Cover of the book The Relic Guild Trilogy by Edward Cox, Orion Publishing Group
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Author: Edward Cox ISBN: 9781473226623
Publisher: Orion Publishing Group Publication: November 15, 2018
Imprint: Gollancz Language: English
Author: Edward Cox
ISBN: 9781473226623
Publisher: Orion Publishing Group
Publication: November 15, 2018
Imprint: Gollancz
Language: English

The complete trilogy collected together for the first time! Journey into the Labyrinth . . .
Includes: The Relic Guild, The Cathedral of Known Things, The Watcher of Dead Time and two EXCLUSIVE short stories

'A terrific debut novel, with plenty of scope for expansion and some really good world-building. Most importantly, lots of fun' Joanne M Harris, author of Gospel of Loki

Magic caused the war. Magic is forbidden. Magic will save us.

It was said the Labyrinth had once been the great meeting place, a sprawling city at the heart of an endless maze where a million humans hosted the Houses of the Aelfir. The Aelfir who had brought trade and riches, and a future full of promise. But when the Thaumaturgists, overlords of human and Aelfir alike, went to war, everything was ruined and the Labyrinth became an abandoned forbidden zone, where humans were trapped behind boundary walls 100 feet high.

Now the Aelfir are a distant memory and the Thaumaturgists have faded into myth. Young Clara struggles to survive in a dangerous and dysfunctional city, where eyes are keen, nights are long, and the use of magic is punishable by death. She hides in the shadows, fearful that someone will discover she is touched by magic. She knows her days are numbered. But when a strange man named Fabian Moor returns to the Labyrinth, Clara learns that magic serves a higher purpose and that some myths are much more deadly in the flesh.

The only people Clara can trust are the Relic Guild, a secret band of magickers sworn to protect the Labyrinth. But the Relic Guild are now too few. To truly defeat their old nemesis Moor, mightier help will be required. To save the Labyrinth - and the lives of one million humans - Clara and the Relic Guild must find a way to contact the worlds beyond their walls.

'Ed Cox has created a lush, detailed world while also hinting at a larger backstory that will be revealed in volumes to come' SFX

'an exiting blend of steampunk, fantasy, horror and pulp adventure . . . an intriguing, original and enjoying book' Starburst

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

The complete trilogy collected together for the first time! Journey into the Labyrinth . . .
Includes: The Relic Guild, The Cathedral of Known Things, The Watcher of Dead Time and two EXCLUSIVE short stories

'A terrific debut novel, with plenty of scope for expansion and some really good world-building. Most importantly, lots of fun' Joanne M Harris, author of Gospel of Loki

Magic caused the war. Magic is forbidden. Magic will save us.

It was said the Labyrinth had once been the great meeting place, a sprawling city at the heart of an endless maze where a million humans hosted the Houses of the Aelfir. The Aelfir who had brought trade and riches, and a future full of promise. But when the Thaumaturgists, overlords of human and Aelfir alike, went to war, everything was ruined and the Labyrinth became an abandoned forbidden zone, where humans were trapped behind boundary walls 100 feet high.

Now the Aelfir are a distant memory and the Thaumaturgists have faded into myth. Young Clara struggles to survive in a dangerous and dysfunctional city, where eyes are keen, nights are long, and the use of magic is punishable by death. She hides in the shadows, fearful that someone will discover she is touched by magic. She knows her days are numbered. But when a strange man named Fabian Moor returns to the Labyrinth, Clara learns that magic serves a higher purpose and that some myths are much more deadly in the flesh.

The only people Clara can trust are the Relic Guild, a secret band of magickers sworn to protect the Labyrinth. But the Relic Guild are now too few. To truly defeat their old nemesis Moor, mightier help will be required. To save the Labyrinth - and the lives of one million humans - Clara and the Relic Guild must find a way to contact the worlds beyond their walls.

'Ed Cox has created a lush, detailed world while also hinting at a larger backstory that will be revealed in volumes to come' SFX

'an exiting blend of steampunk, fantasy, horror and pulp adventure . . . an intriguing, original and enjoying book' Starburst

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