Book Description
"Everything I look for in a fantasy." -- George R. R. Martin All paths lead to war. . . Marcus' hero days are behind him. He knows too well that even the smallest war still means somebody's death. When his men are impressed into a doomed army, staying out of a battle he wants no part of requires some unorthodox steps. Cithrin is an orphan, ward of a banking house. Her job is to smuggle a nation's wealth across a war zone, hiding the gold from both sides. She knows the secret life of commerce like a second language, but the strategies of trade will not defend her from swords. Geder, sole scion of a noble house, has more interest in philosophy than in swordplay. A poor excuse for a soldier, he is a pawn in these games. No one can predict what he will become. Falling pebbles can start a landslide. A spat between the Free Cities and the Severed Throne is spiraling out of control. A new player rises from the depths of history, fanning the flames that will sweep the entire region onto The Dragon's Path -- the path to war. The Dagger and the Coin The Dragon's Path The King's Blood The Tyrant's Law The Widow's House The Spider's War