Robert Asprin Books in Order
Browse Robert Asprin books in order, with quick summaries, major series guides, collaboration notes, and easy advice on where to start reading.
Last updated: June 9, 2026
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Publication Order
75 books
The Cold Cash War
by Robert Asprin
1977
Corporations no longer settle competition with paperwork alone. Asprin turns economic rivalry into literal warfare in a sharp, fast-moving science fiction satire that still feels unsettlingly plausible.
Another Fine Myth
by Robert Asprin
1978
When his teacher is killed, apprentice magician Skeeve is left with a powerless demon named Aahz and a mountain of trouble. Their first partnership begins with murder, panic, and a lot of very bad luck.
Robert Asprin's Myth Adventures Vol. 1
by Robert Asprin
1978
A convenient omnibus of the early Myth novels that introduces Skeeve, Aahz, and the series' comic style. It is the easiest way to get the foundation of the original run in one place.
Mirror Friend, Mirror Foe
by Robert Asprin
1979
Professional infiltrator Hosato is sent to sabotage a robot complex and finds something far worse than industrial espionage. The machines are turning deadly, and stopping them may force him to reveal secrets he has kept for years.
Tambu
by Robert Asprin
1979
This standalone science fiction novel drops its characters into a harsh, unstable situation where survival comes first. Asprin keeps the pace moving while culture clash and danger close in together.
The Bug Wars
by Robert Asprin
1979
Rahm, a warrior of the Tzen, fights a brutal campaign against terrifying insect enemies across a hostile world. It is straight military science fiction, harder and darker than Asprin's better-known comic work.
Thieves' World
by Robert Asprin
1979
This anthology introduces Sanctuary, a brutal border city where thieves, soldiers, priests, and sorcerers all fight for room. It is gritty, crowded fantasy built from intersecting stories instead of one clean quest.
Myth Conceptions
by Robert Asprin
1980
Skeeve is posing as court magician in Possiltum when war comes knocking. He and Aahz have to save a kingdom without letting anyone notice how shaky the magic situation really is.
Tales from the Vulgar Unicorn
by Robert Asprin
1980
Sanctuary's most famous tavern becomes the hub for another round of linked stories. Mercenaries, magicians, plotters, and drifters all bring their trouble through the same dangerous doors.
Shadows of Sanctuary
by Robert Asprin
1981
Sanctuary darkens further as fresh stories push deeper into the city's rivalries and buried threats. Nobody here gets to stay safely in the background for long.
Myth Directions
by Robert Asprin
1982
What begins as a seemingly manageable errand turns into another dimension-hopping mess for Skeeve and Aahz. The jokes come quickly, but so do the monsters, scams, and magical complications.
Storm Season
by Robert Asprin
1982
Sanctuary grows even more unstable as weather, politics, and private feuds all turn meaner at once. In this city, pressure never falls evenly, and someone always pays first.
Dark Folk
by Robert Asprin
1983
A darker fantasy collection that leans into eerie moods, stranger creatures, and rough-edged adventure. It sits a little aside from Asprin's famous comic work, but still shows his taste for vivid setups.
Hit or Myth
by Robert Asprin
1983
Skeeve keeps gaining reputation, which mostly means stranger jobs and bigger trouble. Another mission pulls him and Aahz into the kind of chaos that only looks simple from a distance.
The Face of Chaos
by Robert Asprin
1983
Order in Sanctuary is always shaky, and this volume pushes it closer to breaking. Old grudges, divine meddling, and raw ambition send the city into another cycle of messy, dangerous upheaval.
Myth-ing Persons
by Robert Asprin
1984
By now Skeeve's name carries real weight, and that makes life less safe, not more. Clients, enemies, and allies all expect too much, and Aahz is still no help at all.
Wings of Omen
by Robert Asprin
1984
Bad signs are everywhere, and Sanctuary's survivors know omens usually arrive with a body count. Familiar players scramble to protect what they can while new threats gather over the city.
Little Myth Marker
by Robert Asprin
1985
A supposedly manageable outing turns into another comic tangle of odds, egos, and interdimensional nonsense. Skeeve keeps learning that in this universe, the side trip is usually the trap.
The Dead of Winter
by Robert Asprin
1985
Winter does not make Sanctuary safer, only meaner. The cold sharpens every shortage, every feud, and every chance that someone desperate will do something irreversible.
Thieves' World Graphics 1
by Robert Asprin
1985
This first graphic volume brings Sanctuary into comics, where the city's danger becomes even more immediate. Expect thieves, blades, back alleys, and no safe place to stand for long.
Blood Ties
by Robert Asprin
1986
Family claims, old debts, and dangerous loyalties come to the front in another return to Sanctuary. In a city like this, blood can be protection, weakness, or a reason to kill.
M.Y.T.H. Inc. Link
by Robert Asprin
1986
Skeeve shifts from wandering magician to businessman as M.Y.T.H. Inc. takes shape. Running a magical company turns out to involve just as many scams, surprises, and near-disasters as adventuring.
Soul of the City
by Robert Asprin
1986
This anthology leans into the idea that Sanctuary itself shapes every story told inside it. Power shifts, loyalties fray, and the city keeps pressing on everyone who tries to master it.
The Beginning
by Robert Asprin
1986
This first Duncan and Mallory graphic novel introduces an earnest warrior and a slippery little dragon with big plans. Their partnership starts badly and gets more entertaining from there.
The Blood of Ten Chiefs
by Robert Asprin
1986
Set in the wider *Elfquest* world, this anthology looks back at the chiefs who led the Wolfriders before Cutter. The result feels like myth, history, and shared-world fantasy all at once.
Thieves' World Graphics 2
by Robert Asprin
1986
Sanctuary's trouble continues in graphic form as familiar tensions spill into fresh confrontations. The art gives the setting a rough, crowded energy that suits it perfectly.
Thieves' World Graphics 3
by Robert Asprin
1986
Another illustrated trip through Sanctuary, where every street still belongs to someone dangerous. The graphic format keeps the action quick and the atmosphere dirty in all the right ways.
Aftermath
by Robert Asprin
1987
Sanctuary rarely gets a clean ending, only consequences. This volume follows the survivors, schemers, and opportunists trying to rebuild, retaliate, or seize advantage after the latest upheaval.
Festival Moon
by Robert Asprin
1987
This anthology opens the *Merovingen Nights* sequence, a shared world of factional intrigue on an isolated future planet. Swordplay, street politics, and overlapping storylines give it a gritty, lived-in feel.
Myth-Nomers and Im-Pervections
by Robert Asprin
1987
The M.Y.T.H. Inc. crew keeps taking jobs that sound straightforward and never are. Business, magic, and interdimensional politics collide in another brisk round of Skeeve-style problem solving.
The Bar-None Ranch
by Robert Asprin
1987
Duncan and Mallory head into another offbeat fantasy caper, this time with a frontier flavor. Their mix of sincerity, scams, and very questionable judgment remains the real engine of the story.
The Raiders
by Robert Asprin
1987
The mismatched Duncan and Mallory duo return for more comic trouble, this time with raiders in the way. As usual, the fastest route out will probably also be the worst idea.
Thieves' World Graphics 4
by Robert Asprin
1987
This volume continues the comic take on Sanctuary's overlapping grudges and survival games. Nobody gets a quiet life here, not even for one issue.
Thieves' World Graphics 5
by Robert Asprin
1987
The Sanctuary saga rolls on in another graphic installment full of street danger and unstable loyalties. The city remains the star, and it is as unforgiving as ever.
Thieves' World Graphics 6
by Robert Asprin
1987
This later graphic volume keeps exploring Sanctuary through fast-moving illustrated storytelling. It is a good fit for readers who want the shared-world grit with more visual immediacy.
Uneasy Alliances
by Robert Asprin
1988
Sanctuary has never been good at trust, and this volume makes that plain. Temporary partnerships form under pressure, but in this city an alliance is only as strong as the next betrayal.
Cold Cash Warrior
by Robert Asprin
1989
Set in the corporate-war future of *The Cold Cash War*, this interactive adventure turns strategy into survival. Every choice pushes deeper into a world where business rivalry has become open combat.
Stealers' Sky
by Robert Asprin
1989
Sanctuary's thieves, fighters, and plotters reach for bigger prizes in a city that never stops punishing ambition. Every move upward still risks a fall into the same bloody streets.
The Winds of Change
by Robert Asprin
1989
Old balances break down as politics, power, and survival all begin to move in the same direction. This is fantasy built on upheaval, with characters forced to keep pace or be swept aside.
Wolfsong
by Robert Asprin
1989
A fantasy story of shifting loyalties, hidden powers, and dangerous change. The title hints at wildness, but the real pull is how personal conflict and larger forces keep pushing together.
Against the Wind
by Robert Asprin
1990
The struggle grows harder as characters push against both fate and the forces gathering around them. It is a continuation shaped by resistance, pressure, and the cost of refusing to yield.
M.Y.T.H. Inc. in Action
by Robert Asprin
1990
M.Y.T.H. Inc. is fully operational now, which only means more clients and more ways for things to go sideways. The larger cast gets room to shine as the company stumbles from one crisis to the next.
Phule's Company
by Robert Asprin
1990
Playboy officer Willard Phule is handed the Legion's worst unit as punishment. Instead of failing quietly, he starts turning a company of misfits into something dangerously close to competence.
Phule's Paradise
by Robert Asprin
1992
Omega Company is sent to guard a casino on a resort station, which is exactly as orderly as it sounds. Organized crime, undercover work, and Phule's unorthodox methods make a messy combination.
A Phule and His Money
by Robert Asprin
1993
Phule discovers that personal wealth and family obligations can be harder to manage than legionnaires. Corporate pressure and social complications follow him straight into military life.
Dark Hours
by Robert Asprin
1993
This fantasy entry leans into the bleakest stretch of the conflict, where fear and uncertainty narrow everyone's options. Survival depends on nerve, loyalty, and getting through the worst part intact.
Sweet Myth-tery of Life
by Robert Asprin
1994
Skeeve and company tackle another case where appearances are unreliable and motives keep shifting. It is part magical mystery, part workplace comedy, and part excuse for more interdimensional trouble.
Time Scout
by Robert Asprin
1995
Retired time scout Kit Carson just wants to run his hotel at Time Terminal 86. Then an illicit gate and a reckless young woman drag him back into the dangerous business of chasing people through history.
Wagers of Sin
by Robert Asprin
1996
In a world rebuilt after disaster, time travel is big business and a perfect field for trouble. Skeeter Jackson's habit of bending rules collides with the strict laws of the terminals, with dangerous results.
Phule Me Twice
by Robert Asprin
2000
The Omega Mob returns for another round of sideways missions, bureaucratic headaches, and unlikely success. Phule keeps proving that chaos is a useful management tool when used carefully.
Ripping Time
by Robert Asprin
2000
A political murder and a desperate flight through a time gate dump Jenna Caddrick into London in 1888. To save her, Skeeter Jackson must untangle kidnappers, killers, and the shadow of Jack the Ripper.
License Invoked
by Robert Asprin
2001
Someone unseen is trying to kill Irish singer Fionna Kenmare on her American tour. Two occult agents, Liz Mayfield and Boo-Boo Boudreau, have to stop the magic before New Orleans becomes the scene of disaster.
Myth-ion Improbable
by Robert Asprin
2001
A treasure map sends Skeeve, Aahz, and Tanda chasing the legendary Golden Cow across dimensions. Greed, bad directions, and competing agendas make the hunt much harder than the prize suggests.
The House That Jack Built
by Robert Asprin
2001
Kit Carson and Skeeter Jackson face a lethal mix of missing heirs, double-crosses, and time-tourism chaos. Worse, Jack the Ripper's violence is no longer staying neatly inside Victorian London.
For King and Country
by Robert Asprin
2002
An anti-terror mission turns into a time-travel chase from modern Belfast to Arthurian Britain. War, myth, and political obsession collide as the future starts depending on events in the distant past.
Something M.Y.T.H. Inc.
by Robert Asprin
2002
The firm is still growing, and every new job seems to bring fresh headaches. Skeeve's crew has to juggle clients, enemies, and internal chaos without letting the whole enterprise collapse.
E. Godz
by Robert Asprin
2003
Magic runs like a corporation in this comic fantasy about family succession and ruthless ambition. When the heirs of E.Godz, Inc. go to war, boardroom tactics and sorcery become the same thing.
Myth Alliances
by Robert Asprin
2003
Skeeve gets pulled into another tangle of diplomacy, loyalty, and impossible expectations. In the Myth world, an alliance is usually just the polite name for your next problem.
Myth-Told Tales
by Robert Asprin
2003
This collection gathers shorter adventures from the Myth universe. It is a good stop if you want more time with Skeeve, Aahz, and company without committing to a full novel arc.
No Phule Like an Old Phule
by Robert Asprin
2004
Inspections, image problems, and outside meddlers put fresh strain on Phule's command. For Omega Company, surviving official attention can be tougher than surviving the enemy.
Resurrection
by Robert Asprin
2004
This opening Wartorn novel throws readers into a brutal fantasy conflict shaped by armies, ambition, and dangerous magic. In a world this bloodied, even death may not stay simple.
Class Dis-Mythed
by Robert Asprin
2005
Hoping for a quieter stretch, Skeeve agrees to train a group of young magicians. Then assassins, monsters, and a deadly magical contest prove that teaching is just another kind of danger.
Myth-Taken Identity
by Robert Asprin
2005
A stolen identity case hits M.Y.T.H. Inc. and sends Skeeve into a maze of fraud, confusion, and magical interference. It is a very modern headache in a very Asprin kind of fantasy world.
Myth-Gotten Gains
by Robert Asprin
2006
A fast-talking magical sword promises profit and pulls Aahz and company toward a risky quest. The promise of easy gain proves as dangerous here as it does anywhere else.
Obliteration
by Robert Asprin
2006
The war grows harsher and the choices grow uglier in this second Wartorn novel. Power is escalating, the body count is rising, and victory is starting to look a lot like ruin.
Phule's Errand
by Robert Asprin
2006
Phule and his company are sent into another mission where diplomacy and logistics matter as much as combat. Their talent for getting results remains matched only by their talent for causing scenes.
Another Fine Myth
by Robert Asprin
2007
This edition presents the classic first Skeeve and Aahz adventure in graphic form. The same comic fantasy setup is here, but the visual format lets the reactions and absurdity land even faster.
Robert Asprin's Myth Adventures Vol. 2
by Robert Asprin
2007
This volume collects the later original Myth novels as the cast expands and M.Y.T.H. Inc. takes shape. It is a useful next step once the first adventures have you hooked.
Dragons Wild
by Robert Asprin
2008
Card sharp Griffen McCandles expects an ordinary future until he learns that he and his sister are dragons. New Orleans offers a place to hide, hustle, and survive, but the dragon underworld has plans of its own.
Myth-Chief
by Robert Asprin
2008
Skeeve is back in the thick of things, whether he wants to be or not. Leadership, expectations, and one more round of magical chaos keep the whole Myth circle off balance.
Myth-Fortunes
by Robert Asprin
2008
Aahz gets tempted by a literal pyramid scheme, and that tells you most of what you need to know. Greed, absurdity, and interdimensional comedy do the rest.
Dragons Luck
by Robert Asprin
2009
Griffen is settling into life as head dragon in the French Quarter when a hit is put on him. Then Halloween brings a supernatural conclave, a demanding ghost, and a fresh chance for everything to go wrong.
No Quarter
by Robert Asprin
2009
Set in the French Quarter of New Orleans, this dark mystery mixes murder, revenge, and supernatural dread. Ghosts, occult menace, and street-level danger keep the suspense close and personal.
Dragons Deal
by Robert Asprin
2010
Griffen McCandles is now a rising dragon power in New Orleans, but Mardi Gras glory brings new enemies. Sabotage, murder, and dragon politics threaten both his business and his hard-won place in the city.
Myth-Interpretations
by Robert Asprin
2010
A posthumous collection of shorter Myth pieces and other Robert Asprin stories. It is a nice sampler of the worlds he built, especially for readers who want more than just the main novels.
Where should I start?
If you want funny fantasy: Another Fine Myth → Myth Conceptions → Myth Directions
If you want comic military science fiction: Phule's Company → Phule's Paradise → A Phule and His Money
If you want darker shared-world fantasy: Thieves' World → Tales from the Vulgar Unicorn → Shadows of Sanctuary
If you want time travel adventure: Time Scout → Wagers of Sin → Ripping Time
If you want modern New Orleans fantasy: Dragons Wild → Dragons Luck → Dragons Deal
Author bio
Robert Asprin was born in St. Johns, Michigan, on June 28, 1946, and spent his early life in Michigan before becoming one of the most entertaining funny voices in late twentieth-century fantasy and science fiction. Readers usually meet him through Another Fine Myth or Phule's Company, then stick around because his books move quickly, joke often, and never forget that story comes first.
He did not arrive as a solemn literary figure. He came out of fandom, gaming, and the wide, energetic world around science fiction conventions. He attended the University of Michigan for a time, served in the U.S. Army from 1965 to 1966, and was active in the early Society for Creative Anachronism under the wonderfully awful name Yang the Nauseating. That mix of history play, fan culture, and practical life experience shows up all through his work.
His writing career began with The Cold Cash War in 1977, a sharp science fiction novel about corporations pushing competition into literal warfare. It already had the thing that would make Asprin feel like Asprin, a willingness to take a wild premise seriously enough to make it work, but not so seriously that the book lost its sense of fun.
Then came Thieves' World.
Asprin created and edited the shared-world Thieves' World books with Lynn Abbey, and that project mattered. Instead of one hero driving one plot, these books built a whole dangerous city, Sanctuary, and let multiple writers crowd its alleys with thieves, mercenaries, priests, nobles, and survivors. Readers still remember the series for how lived-in it feels. Dirty streets, unstable politics, overlapping grudges, and the sense that anyone walking into the wrong tavern could end up in real trouble.
His most beloved solo creation is probably the Myth series, beginning with Another Fine Myth. Those books follow Skeeve, an apprentice magician, and Aahz, a demon from Perv who becomes his partner, teacher, and frequent source of bad ideas. Readers tend to love the banter, the punning titles, the dimension-hopping, and the way the books stay light on their feet even when the plot gets complicated. The later M.Y.T.H. Inc. books widen the cast, but the appeal stays much the same, quick wit, crooked schemes, loyal friendships, and problems that never stay small for long.
He liked a good scam, a good team, and a hero who talked bigger than he should.
That also explains the appeal of Phule's Company, his comic military science fiction series about rich oddball Willard Phule and the misfit troops he somehow turns into an effective unit. The books are funny, but the characters are never just punch lines. Asprin had a real gift for crews, partnerships, and found-family groups, whether he was writing legionnaires, magicians, or time travelers.
Later books and collaborations showed how flexible he could be. Time Scout, written with Linda Evans, mixes time travel with historical adventure. License Invoked, with Jody Lynn Nye, heads into occult thriller territory in New Orleans. Near the end of his career, the Griffen McCandles books, starting with Dragons Wild, brought him back to humorous fantasy with a modern urban setting and a very Asprin kind of premise, young people discovering that their family problems are even stranger than expected.
He lived for many years in New Orleans, and that city's energy shows up in his later work. Asprin died there on May 22, 2008, at age sixty-one. His archive was later donated to Northern Illinois University. He left behind a shelf full of books that are easy to pick up, hard to put down, and still very good company.
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