author Reading Order

Luke Scull Books in Order

201 Books
3 Series & collections
2013 – 2022 Published
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Reading order
01
The Gates of Azyr
The Gates of Azyr
2015 By: Chris Wraight
02
The Gnawing Gate
The Gnawing Gate
2015 By: Joshua Reynolds
03
Six Pillars
Six Pillars
2015 By: Joshua Reynolds
04
The Unending Storm
The Unending Storm
2015 By: Nick Kyme
05
By the Horns
By the Horns
2015 By: Rob Sanders
06
The Gift of Khorne
The Gift of Khorne
2015 By: Guy Haley
07
Daemon of the Deep
Daemon of the Deep
2015 By: Rob Sanders
08
The Crystal of Fate
The Crystal of Fate
2015 By: Guy Haley
09
Gorechosen
Gorechosen
2015 By: Andy Clark
10
The Eighth Victory
The Eighth Victory
2015 By: Graeme Lyon
11
Godless
Godless
2015 By: David Guymer
12
Call of Chaos
Call of Chaos
2015 By: Nick Kyme
13
14
Fyreslayers
Fyreslayers
2016 By: Guy Haley
15
The Scarlet Lord
The Scarlet Lord
2016 By: Joshua Reynolds
16
Bladestorm: Righteous Blood
Bladestorm: Righteous Blood
2016 By: Matt Westbrook
17
Skaven Pestilens
Skaven Pestilens
2016 By: Joshua Reynolds
18
To Cross the Bridge of Smoke
To Cross the Bridge of Smoke
2016 By: Joshua Reynolds
19
Mighty Battles
Mighty Battles
2016 By: Nick Kyme
20
The Sulphur Citadel
The Sulphur Citadel
2016 By: Joshua Reynolds

Picture a British storyteller who conjured a world of ruthless Magelords and broken heroes—meet Luke Scull! This fantasy author burst onto the scene with his grimdark Grim Company series, blending epic battles, dark humor, and morally gray characters. A video game designer by trade, Scull crafts tales that feel like a thrilling Dungeons & Dragons campaign crossed with Tarantino’s edge, captivating readers with worlds teetering on ruin.

Born in Bristol and now splitting time between the UK and Argentina, Scull’s unique path from gaming to novels has shaped his gritty, immersive storytelling. Let’s dive into the life, works, and impact of this rising star in fantasy literature.

The Making of Luke Scull

Luke Scull grew up in Bristol, England, with a gamepad or book always in hand. As a shy kid, he devoured fantasy classics like Lord of the Rings, Dragonlance, and A Song of Ice and Fire, credits to his mother’s weekend library hauls. These stories sparked a lifelong love for epic narratives. By his twenties, Scull was scripting adventures for video games, working on acclaimed titles like Neverwinter Nights and The Witcher at Ossian Studios and Bioware. His game design honed his knack for world-building and dialogue, laying the groundwork for his leap into novels.

Laid off from Ossian Studios and with his mobile RPG The Shadow Sun stalled, Scull turned boredom into opportunity. He joined HarperCollins’ Authonomy platform, uploading chapters of what would become The Grim Company. Spotted by agent Robert Dinsdale, Scull finished his debut in a year, launching his career as a fantasy author.

Luke Scull’s Unforgettable Stories

Scull’s Grim Company trilogy is his crown jewel, a grimdark saga set in a post-apocalyptic world where gods are dead, and Magelords rule a decaying land. The first book, The Grim Company (2013), introduces a ragtag band of anti-heroes—think a narcissistic rebel, a drug-addicted thief, and a wheelchair-bound mage—battling tyranny. Praised by The Guardian and shortlisted for the Gemmell Morningstar Award, it’s a bloody, witty ride.

Sword of the North (2014) deepens the stakes, following broken heroes on personal quests, while Dead Man’s Steel (2016) wraps the trilogy with epic clashes and betrayals. Scull’s style blends high fantasy’s grandeur with grimdark’s cynicism, spiked with black humor. He’s also penned Warhammer stories like The Road to Helsmarch (2023) and a standalone novel, The Dark Son (2022), set in his Grim Company universe. Influenced by Joe Abercrombie and George R.R. Martin, Scull crafts worlds where no one is safe, and every victory feels bittersweet.

His game design roots shine through in detailed settings and dynamic characters. Scull’s worlds feel alive, from toxic wastelands to demon-infested mountains, making his books a must-read for fans of gritty fantasy.

Why Luke Scull Matters

Luke Scull’s impact lies in his fresh take on grimdark fantasy. By mixing traditional heroic tropes with modern anti-heroes, he’s carved a niche alongside giants like Abercrombie and Martin. His Grim Company series has earned a cult following for its unflinching look at power, betrayal, and survival, resonating with readers who crave complex narratives. Scull’s game design work also bridges fantasy across media, inspiring aspiring writers to blend interactive and literary storytelling.

Though not a household name, Scull’s growing influence in fantasy circles and his contributions to Warhammer lore signal a bright future. His ability to craft compelling stories from a gamer’s perspective makes him a unique voice in the genre.

  • Born: Bristol, England
  • Key Works: The Grim Company, Sword of the North, Dead Man’s Steel, The Dark Son
  • Awards: Shortlisted for Gemmell Morningstar Award (The Grim Company)
  • Fun Fact: Scull still mods Neverwinter Nights, crafting fan-made sequels!

Snag The Grim Company and dive into Luke Scull’s thrilling, gritty fantasy world—you won’t look back!

Frequently Asked

QWho is Luke Scull?

Luke Scull is a British fantasy author and video game designer known for his grimdark Grim Company trilogy. Born in Bristol, he blends dark humor and epic battles, drawing from his work on games like Neverwinter Nights and The Witcher.

QWhat are Luke Scull’s best books?

Luke Scull’s top books include The Grim Company (2013), Sword of the North (2014), and Dead Man’s Steel (2016), his gritty Grim Company trilogy, plus The Dark Son (2022), a standalone in the same universe.

QWhat inspired Luke Scull’s writing?

Luke Scull was inspired by fantasy novels like Lord of the Rings and A Song of Ice and Fire, his mother’s library hauls, and his video game design work on Neverwinter Nights and The Witcher, shaping his gritty, immersive style.

QWhat is the <em>Grim Company</em> series about?

Luke Scull’s Grim Company trilogy follows anti-heroes in a decaying world ruled by Magelords after a deicide. Packed with dark humor, epic battles, and betrayal, it’s a gritty take on high fantasy.

QHow does Luke Scull’s game design influence his books?

Luke Scull’s work on games like Neverwinter Nights and The Witcher sharpens his world-building and dialogue. His books, like The Grim Company, feel like immersive RPGs with vivid settings and dynamic characters.