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Harry Connolly - book author

Harry Connolly is the author of books: Child of Fire (Twenty Palaces, #1), Game of Cages (Twenty Palaces, #2), Circle of Enemies (Twenty Palaces, #3), Twenty Palaces (Twenty Palaces, #0.5), The Way Into Chaos (The Great Way #1), The Way Into Magic (The Great Way #2), The Way Into Darkness (The Great Way #3), The Twisted Path: A Twenty Palaces Novella (Twenty Palaces #3.5), A Key, an Egg, an Unfortunate Remark, One Man: A City of Fallen Gods Novel

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01
Ray Lilly is living on borrowed time. He's the driver for Annalise Powliss, a high-ranking member of the Twenty Palace Society, a group of sorcerers devoted to hunting down and executing rogue magicians. But because Ray betrayed her once, Annalise is looking for an excuse to kill him - or let someone else do the job.

Unfortunately for both of them, Annalise's next mission goes wrong, leaving her critically injured. With the little magic he controls, Ray must complete her assignment alone. Not only does he have to stop a sorcerer who's sacrificing dozens of innocent lives in exchange for supernatural power, he must find - and destroy - the source of that inhuman magic.
02

A SECRET HIGH-STAKES AUCTION
 
As a wealthy few gather to bid on a predator capable of destroying all life on earth, the sorcerers of the Twenty Palace Society mobilize to stop them. Caught up in the scramble is Ray Lilly, the lowest of the low in the society—an ex–car thief and the expendable assistant of a powerful sorcerer. Ray possesses exactly one spell to his name, along with a strong left hook. But when he arrives in the small town in the North Cascades where the bidding is to take place, the predator has escaped and the society’s most powerful enemies are desperate to recapture it. All Ray has to do is survive until help arrives. But it may already be too late.

03
Former car thief Ray Lilly is now the expendable grunt of a sorcerer responsible for destroying extradimensional predators summoned to our world by power-hungry magicians. Luckily, Ray has some magic of his own, and so far it's kept him alive. But when a friend from his former gang calls him back to his old stomping grounds in Los Angeles, Ray may have to face a threat even he can't handle. A mysterious spell is killing Ray's former associates, and they blame him. Worse yet, the spell was cast by Wally King, the sorcerer who first dragged Ray into the brutal world of the Twenty Palace Society. Now Ray will have to choose between the ties of the past and the responsibilities of the present, as he and the Society face not only Wally King but a bizarre new predator.
04
When Ray Lilly was 13 years old, a handgun accident landed his best friend, Jon Burrows, in a wheelchair and turned Ray into a runaway and petty criminal. Fifteen years later, Ray returns home after a stint in prison; he’s determined to go straight, but he knows he can’t do that without making peace with his old friend.

What Ray doesn’t expect is to discover that Jon has just received a mysterious cure–not only is he out of his wheelchair, he seems stronger and faster than… well, pretty much anyone. Worse, his cure has drawn the attention of all sorts of attention: the media are camped out on his block, the police are investigating him for insurance fraud, and weird shadowy figures have begun to draw closer, figures who clearly do not mean to do Jon any good.

Can Ray atone for the biggest mistake of his life by protecting his oldest friend? And what terrible price will the world have to pay if he succeeds?
05
The Great Way is an epic fantasy trilogy about a supernatural invasion that destroys an empire.

The city of Peradain is the heart of an empire built with steel, spears, and a monopoly on magic… until, in a single day, it falls, overthrown by a swarm of supernatural creatures of incredible power and ferocity. Neither soldier nor spell caster can stand against them.

The empire's armies are crushed, its people scattered, its king and queen killed. Freed for the first time in generations, city-states scramble to seize neighboring territories and capture imperial spell casters. But as the creatures spread across the land, these formerly conquered peoples discover they are not prepared to face the enemy that destroyed an empire.

Can the last Peradaini prince, pursued by the beasts that killed his parents, cross battle-torn lands to retrieve a spell that might—just might—turn the battle against this new enemy?
06
Having lost the prince to the madness of The Blessing, Tejohn and Cazia are the only people who know of his plan to retrieve a secret spell that might, just might, turn the tide of battle against the grunts.

But Tejohn’s body is broken, and Cazia has been stripped of her magic. Worse, both are being held captive: Tejohn faces charges of treason in the lands where he was born. On the other side of the continent, Cazia is a prisoner of the Tilkilit queen, a creature with a desperate, deadly plan.

While they struggle for their freedom, The Blessing continues to spread across Kal-Maddum, their numbers growing more numerous as the human population shrinks. What had started as a race to restore an empire has quickly become a mission to save humanity from extinction.
07
What was once the Peradaini Empire is now a wasted landscape of burned, empty cities and abandoned farmlands. The Blessing, now more numerous than ever, continues to spread across the continent, driving refugees to the dubious safety of the city walls. Unharvested crops mean that few strongholds have enough provisions to last the winter, although most know the grunts will take them before starvation will.

But hope survives. A piece of stolen magic just might halt the spread of The Blessing if Tejohn and Cazia can find a scholar with the skill to recreate the spell. If such a person still lives.

Unfortunately, they are nearly out of time. The few remaining human enclaves are isolated and under siege. Worse, The Blessing has spread to other sentient creatures. If Cazia and Tejohn are going to strike back at their monstrous enemy, they can not delay.

And there’s another, deeper question left unaddressed: where did The Blessing come from, and why have they invaded Kal-Maddum?
08
Ray Lilly has been summoned to the headquarters of the Twenty Palace Society to answer one question: How has he managed to survive mission after mission fighting alongside his boss, Annalise? He doesn't have the power of a full peer of the society. He's a wooden man. An assistant. A diversion. The other peers want to know what's going on, so it's off to Europe for a trip to the First Palace. And no place in the world is safer than inside the headquarters of the Twenty Palace Society, right?

Right?
09
A MYSTERIOUS KILLING

After years of waging a secret war against the supernatural, Marley Jacobs put away her wooden stakes and silver bullets, then turned her back on violence. She declared Seattle, her city, a safe zone for everyone, living and undead. There would be no more preternatural murder under her watch.

But waging peace can make as many enemies as waging war, and when Marley's nephew turns up dead in circumstances suspiciously like a vampire feeding, she must look into it. Is there a new arrival in town? Is someone trying to destroy her fragile truce? Or was her nephew murdered because he was, quite frankly, a complete tool?

As Marley investigates her nephew's death, she discovers he had been secretly dabbling in the supernatural himself. What, exactly, had he been up to, and who had he been doing it with? More importantly, does it threaten the peace she has worked so hard to create? (Spoiler: yeah, it absolutely does.)
10
One Cursed City. Two Dead Gods. Ten Thousand Murderers and Thieves. One Orphaned Girl.

As a child, Kyrioc was groomed to be the head of one of the most powerful noble families in Koh-Salash, a city built inside the skeletons of two murdered gods. Kyrioc himself dreamed of becoming head of the High Watch, the highest political position in the land.

Those dreams have turned to dust.

Presumed dead after a disastrous overseas quest, Kyrioc now lives in a downcity slum under a false name, hiding behind the bars of a pawnshop window. Riliska, a nine-year-old pickpocket who sells stolen trinkets to his shop, is the closest thing he has to a friend.

When a criminal gang kills Riliska's mother and kidnaps the little girl, Kyrioc goes hunting for her.

He doesn't care about the forbidden magic the gangs are fighting over--the severed ear of a glitterkind, a creature whose flesh contains astonishing healing powers. He doesn't care about the bloody, escalating gang violence. He doesn't care about the schemes of power-hungry nobles.

In a raging city on the verge of civil war, Kyrioc only wants to save his friend. He will risk anything for her, even awakening the powers that murdered the gods so long ago.