World of Tiers Books in Order
Part ofPhilip Jose Farmer Books in OrderSee the World of Tiers books by Philip Jose Farmer in order, with summaries, series background, and where to start this multiverse adventure.
Last updated: July 1, 2026
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Publication Order
7 books
The Maker of Universes
by Philip Jose Farmer
1965
Robert Wolff blows a mysterious horn and is pulled into a pocket universe of tiers, Lords, and traps. Rejuvenated and outmatched, he must rely on the trickster Kickaha to survive.
The Gates of Creation
by Philip Jose Farmer
1966
Jadawin's wife is taken by a rival Lord, sending him into another engineered world built to trap him. The rescue quest expands the politics and danger of the Tiers.
A Private Cosmos
by Philip Jose Farmer
1967
Kickaha takes center stage in a fast, swaggering chase across the Tiers. Rival Lords, secret plans, and his own refusal to stay beaten keep the series moving at full speed.
Behind the Walls of Terra
by Philip Jose Farmer
1970
Kickaha lands back on Earth and learns it is not what it seems. Once he realizes the planet is a crafted pocket universe, escape becomes only the first problem.
The Lavalite World
by Philip Jose Farmer
1977
The Tiers send their heroes into a world where the land itself never stays still. Between shifting terrain and Lordly scheming, every step feels risky.
Red Orc's Rage
by Philip Jose Farmer
1991
A man undergoing therapy through the World of Tiers becomes caught in something far less safe than roleplay. The familiar universe returns with a modern angle and a dangerous new traveler.
More Than Fire
by Philip Jose Farmer
1993
Kickaha and Red Orc drive the series to its finish in a fight over the pocket universes and the Lords' deepest secrets. The stakes finally reach the whole structure of the Tiers.
Series background & context
World of Tiers is one of Farmer's purest adventure engines. The basic idea is simple and huge at once: powerful beings called Lords create pocket universes, stacked or shaped to match their whims, then fight, scheme, and hide inside them.
The series begins with Robert Wolff, an ordinary older man on Earth who blows a strange horn and walks into another reality. There he becomes entangled with Jadawin, ancient rivalries, and most importantly Kickaha, the trickster-athlete who gives the books much of their speed. If Wolff is the doorway, Kickaha is the pulse.
Setting matters a lot here. Each world feels built rather than naturally grown, which means the land itself is often part of the trap. One book gives you towering levels and impossible stairways. Another gives you a planet that only pretends to be Earth. The Lavalite World turns unstable terrain into the main hazard.
The long arc is about power, identity, and who gets to play god, but the tone is much lighter on its feet than that summary sounds. These are swashbuckling books. People run, climb, bluff, escape, and get thrown into new trouble before they have processed the old trouble.
Later volumes widen the frame with Red Orc and questions about therapy, imagination, and the pull these worlds have on modern minds. Even then, the core appeal stays the same: clever heroes, dangerous Lords, and a multiverse designed for motion.
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