Dead Hand Rule
The time until the endtimes is ticking away. If the world has any hope to survive, it must come together now. 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.
![](https://images.squarespace-cdn.com/content/v1/610b1a5a6699574b4ad470ee/ce4adab4-8bc0-4d84-b91e-0e9511180c5a/DeadHandRule.jpg)
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.
Wicked Problems has been out for 9 glorious months. Before publication I made 23 predictions about what might happen - but how many did I get right?