Dead Hand Rule

“Climbing the pyramid, she had hoped that at its top she'd fine herself presented with some grand agenda, the fruit of a superior tactical mind. It couldn't be just her, could it? Just her and her friends, at the end of everything? Some people who weren't kids anymore, who'd carved themselves open to get this far—now they were expected to, what, to save the world?”

Ninth book both chronologically and in publication order, direct sequel to Wicked Problems, and the third of the capstone quartet ‘Craft Wars’.

Summary of Dead Hand Rule

Great powers clash and epic action unfolds in book three of the Craft Wars.

If we want to survive, we must join together now.

There is a crack in the foundation of the world. Markets crash and cities burn as a new god struggles to be born. Ancient hunters skitter across space, eager and hungry. Dark forces conspire to undermine anything that might stand in their way. Divided, the world of the Craft will fall.

In Alt Coulumb, Tara Abernathy has gathered the great powers for a last chance at an alliance. Empires, divinities, and corporate Concerns take seats at the table. After centuries of betrayal and war, can gods and immortal necromancers put aside their differences to save the world? And even if they try: what parts of it will they save, and for whom?

Spies and saints, prophets and advocates, lovers and fighters, teachers and students, rebels and knights and kings—all will face a choice, before the end.

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