Kirjailija
Charlotte E English
Kirjat ja teokset yhdessä paikassa: 51 kirjaa, julkaisuja vuosilta 2018–2026, suosituimpiin kuuluu Stormy Nights at Seventh House. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
Nimi esiintyy myös muodoissa: Charlotte E. English
51 kirjaa
Kirjojen julkaisuvuodet: 2018–2026.
"Fun" for all the family... I haven't heard from my mother in six years - which is why I was surprised to receive a summons from her. The peremptory kind. With nothing but a set of map co-ordinates to guide me, what exactly was I to expect? The short answer? Trouble, for Mother Dearest is in rather a lot of it. And like daughter, like mother, for there's a shiny artefact in the offing, and only a few gigantic lindworms in the way. Who isn't up for a minor little challenge like that? It's off to Faerie with us, for the artefact in question was once the property of the legendary King Evelaern; and who doesn't love a nice bit of ancient royal treasure? Only as it turns out, the declining kingdom of the Yllanfalen may hold some unexpected truths about my past...
Can British magick be saved? Hell yes. Imagine modern Britain without magick. No fae enclaves. No flying chairs. No magick wands. Giddy gods, no unicorns. Who wants to live in that world? Me neither. But with magick on the decline, that's the world we're ending up with. Meet the Society for Magickal Heritage. Our boss is a disembodied voice. Our headquarters is a sentient house. You could say we've a vested interest in keeping magick alive. Can a ragtag bunch of magicians, necromancers and fae prevail against inevitable ruin and decline? Hell yes. Try and stop us. First mission? Find the source of a magickal disease that's decimating Britain's troll enclaves - and fix it. Simple. Or... maybe not. For the only place that might hold the information we need is the ancient and inconveniently lost enclave of Farringale... Join Cordelia "Ves" Vesper and the enigmatic Society in the fight to save modern magick Urban fantasy with attitude - and fantastic hair.
Fresh from an involuntary crash course in the Stranger Arts, I've a new mystery on my plate: the inexplicable reappearance of a particularly fantastic magickal species. Which is great, don't get me wrong. Rescuing magickal beasts is what we do around here. But the Dappledok Pup hasn't been seen since the seventeen hundreds; so how did we find one, alive and kicking, over two hundred years later? And this beast has a talent for sniffing out treasure, no less. Happenstance? Maybe not. Is there something sinister afoot? And what does any of this have to do with an unusually perambulatory tower? Aided by a talking book, a spriggan with a taste for vintage fashion and the best Waymaster in the business, nothing can stop me from finding out the truth. Can it?
Cast away from the Society (sort of) and out on our own, we've got a big problem on our hands - and an exciting prospect, too. They call it time travel on TV. Is this the big, fat secret the Hidden Ministry's been keeping? What's the real truth behind that wandering tower? Answers must be found - in the face of severe opposition from the Ministry, from Ancestria Magicka, and from every Fae Court in existence. Simple. If only everything wouldn't keep going wrong. If only a house hadn't walked off with Jay. If only there wasn't still a traitor on the loose, and if only Ancestria Magicka wasn't always up to no good. With our trusty trio down to two, Zareen and I are going to need some help. Handsome, aristocratic, troll-shaped help, to be precise. Our mission: track down a vanishing island, save the Striding Spire, and find the way back to 1789. Oh - and find out what exactly has become of Jay...?
Somebody thought it would be a great idea to send us to the Troll Court. Because somebody imagined I might be the perfect person to help with a certain wild and crazy plan of Their Majesties' concoction. They want to restore the lost city of Farringale. I can only say that I heartily approve. There is the tiny problem of how, of course; but who better to dig up the truth than the Society's most colourful agents? Off questing we go, armed with a long list of questions, two winning smiles (well, three, if you count the Baron's - and who wouldn't?) and a certain Dappledok pup. Only, history has a way of being... slippery. The only way to find out what really happened at Farringale is to go back there, poke it with a stick, and see what falls out. And try not to die in the process. It'll be fine. With my enchanted pipes in tow, a unicorn at my side and three trusty allies at my back, what could possibly go wrong?
As an agent of the Society for Magickal Heritage, I, Cordelia Vesper, have an important job: rescue endangered creatures, artefacts, books and spells wherever they are to be found. It's a tough job, but somebody's got to keep British magick alive. So we rescued a valuable book from a long-lost library, only it proved to be unusually... chatty. And it's got a foul mouth, too. What manner of weird magick is this? Somebody else thinks it's pretty interesting, too. Ancestria Magicka, they call themselves. Brand new. Big trouble. But why are they so interested in the book's creator? The woman died six hundred years ago. It's grave-robbers, necromancers and thieves all the way, and when things get that kind of crazy, there's only one thing to do. Call in the Toil and Trouble department.
Charlotte E. English brings her trademark quirky humour to a mad Regency romp - with the strangest family in England...'I don't know quite how it has come about, but we appear to have developed a corpse.'It's winter at the Werth residence, and someone has turned up dead. Not that this is unusual. There's Great-Aunt Honoria on the premises, after all. Only this corpse is freshly dead, and nobody knows how the lady came to be leaking blood all over Lady Werth's best parlour. The disastrous Miss Gussie confesses herself delighted, for nothing enlivens a dull week in February like a mysterious murder. And the culprit really ought to be discovered, for the circumstances suggest Lord Bedgberry might have had something to do with it... With what passes for Theo's life on the line, and good carpets in need of preservation, the situation is dire. But can any mere murderer hold their own against the ruthless House of Werth? The dark and devious Werths return for another crazy caper, this time with homicide More dead bodies (ambulatory); more severed heads (talkative); and more wit and mischief (abundant). It's time to find out what Gussie did next... Don't miss the previous adventures of Werth, in: Wyrde and WaywardWyrde and Wicked
Have you been to Castle Chansany? Perhaps you've heard of it, or somewhere like it. It's that airy castle in the clouds, straight out of a dream. A place where wizards spin marvels from their finger-tips, and the Queen holds banquets deep into the night. A place of mystery and curiosity, finery and fancy, where even the furniture might talk to you (if you're polite enough to it). A place of magic and enchantment, where anything could happen... Come meet the flamboyant Wizard Garstang and his draconic apprentice, Jessamine. Meet the mischievous sylphs, feast with Her Majesty the Queen, and leaf through the first-favourite-spellbook. Or, if you're very brave, travel Over The Side and down, into the deep, dark forests below... This collection features the first five tales set in the colourful world of Castle Chansany, including: DragonskinThe Best of All ChairsThe Far-BelowThe Queen's PhiltreKnight Errantry
A riddle in the skies. A puzzle spanning worlds. A prize, locked behind seven keys... Serena Carterett leads a team of masqueraders, shapeshifters and reformed thieves. Fighting crime's their job; solving ancient mysteries, not so much. But when the seven dreams riddle lights up the skies, that's got to change. The riddle speaks of treasure; better yet, a door, protecting an unimaginably dangerous power. In the wrong hands, this power will threaten the future of the Seven Realms - and the distant past. As treasure-hunters spread across the worlds, Serena musters her band of misfits for the greatest mission of their career. To win could be everything; to lose, unthinkable. The challenge is on. Who will unlock the door?
When Lokants get involved in our worlds, it always means trouble. They're impossibly powerful, and they definitely know too much. Dangerous. Now Lokant-blooded mortals are going missing, and there's no question where the responsibility lies. But what do the Lokant sorcerers want with their half-blood descendants? On top of which, there's a Master Lokantor showing far too much interest in the realm of Orlind. How the two are connected I do not know, but it's becoming imperative to find out. If they aren't stopped, these people will take our Worlds apart piece by piece until they get what they want. They've done it before. It's my job to make sure they don't do it again.
Draykoni do not die. Not truly. Not forever. So we thought. We have been proved wrong. A killer walks the Off-Worlds, someone with the means and the will to extinguish even the oldest of draykon souls. But why would anybody do such a thing, and how? I am Llandry Sanfaer: Draykon shapeshifter, ambassador, colony leader. My people are dying beyond hope of revival, and it falls to me to stop it. But the killer leaves nothing behind. No hints, no clues. Just a lifeless skeleton in a dead world. What's more, the corrupted energy of Orlind has broken its confines. It's spreading. With my people and my worlds under threat, I'll need all my wits, all my strength, and all my friends to set things right.
Orlind. Locked behind impassable mountains, buried under the weight of a vast - and terrible - history, the Seventh Realm has remained a mystery all the long ages through. Until now. For the Lokant sorcerers' power and might grows by the day - and all their thought is bent upon Orlind. What secrets lie hidden behind so ancient an enchantment? What powers could be worth a war to win? For war has come to the Seven. The draykoni are on the attack - and Llandry's home city is first in the firing line. As Llandry fights to defend her home, Eva sets out upon the trail of the Lokant leader, Krays. If he's bound for Orlind, then so is she - and what she finds there may change the course of history forever. The mystery begun in Draykon reaches its climax in Orlind: an epic tale of valour and secrets, darkness and hope.
Once naught but a legend, the fearsome draykoni have returned to the Seven Realms. For Llandry Sanfaer, their coming changes everything - forever. Their story and hers are inextricably bound, and there'll be no going back. For Lady Eva Glostrum, questions abound. Who are the enigmatic sorcerers who woke the slumbering draykoni? Their powers break the bounds of possibility. With one dead and one vanished - literally - there's nothing to go on save a mysterious book, its cover marked with the strange word "Lokant." As war builds between humankind and the draykoni, Eva and Llandry both must learn the truth about the white-haired witches. What do they have to do with Eva's own heritage? And why does Llandry appear to be their primary target? The epic story begun in Draykon continues in Lokant more mystery, more magic, more suspense...
Ancient legends don't come back to life. Until they do... The vast, winged draykoni once ruled the skies of the Seven Realms, uncontested and unstoppable - so the stories say. But they are only tales. Aren't they? When Llandry Sanfaer discovers a new type of jewel, her life changes forever. Wonderful and terrible, the gem exerts a strange influence over those who behold it. Soon people are dying for it, and Llandry herself becomes a target. This is only the beginning. What is this starry jewel, that no one can resist? Who is the killer that stalks the night, stealing the gems from their murdered owners? And why does the gem call so powerfully to Llandry herself? Llandry's destiny cannot be denied. A shy young woman is about to learn that sometimes, even the most far-fetched story might prove to be the plain, simple truth.
'When it comes to the Wyrde, there is no such thing as harmless. Every single one of us is a walking disaster.'Winter has come to Werth Towers, and brought a deal of trouble with it. Not that any of it is the fault of Miss Gussie Werth. To be a one-woman catastrophe might be seen as a misfortune, but really, there can be no hope of a cure. What with murderous Books on the rampage, Lady Maundevyle brewing plans for Christmas, and a couple of dragons on the loose, a quiet life is not likely to be had. Still, in times of crisis, there is always Lord Felix. The disreputable old revenant might have a few odd ideas; but you're at Werth Towers, now. The merely unusual comes as a matter of course. Welcome to the strangest family in Regency England. Find out just what Gussie did next...
'If you had not already realised it, this is a very strange house you are come to.'The Scions of the House of Werth are all born normal. It is what happens afterwards that sets them apart. It is not easy being the most supernatural family in England. Nell talks to the dead; Lord Werth is too often to be found out in the churchyard at the dead of night; and the less said about Lord Bedgberry, the better. Only Miss Gussie Werth has missed out on the family curse. She sups on chocolate, not blood; she's blissfully oblivious to spectres (except for Great-Aunt Honoria, of course); and she hasn't the smallest inclination to turn into a beast upon the full moon, and go ravening about the countryside. But there's more to the Wyrde than meets the eye. When a visit to a neighbouring family goes spectacularly, deliciously wrong, Gussie's ideas about her own nature undergo a swift and serious change. Far from being the most ordinary of the bunch, she may just prove to be the most disastrous Werth of them all...