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Thomas K. Carpenter

The Hundred Halls Complete Season One

The Hundred Halls Complete Season One

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⭐⭐⭐⭐⭐ 3115+ 5 Star Reviews

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Get ALL 28 Hundred Halls Season One books in one collection!  Over 7000 pages of reading for less than $3 a book.

If you bought the e-books one at a time, you'd pay $175.72.  For a limited time get almost $90 off using this incredible offer.

Fantastic Families.  Magical Academies.  Epic Adventures.

Two sisters risk death to find the truth of who killed their parents.  A young man must become an assassin to save his family from an otherworldly threat.  A brilliant mind is trapped in a realm designed to kill her.  A girl and her fox-like companion must find why she's cursed.  An older woman must learn to navigate the world of the dreadful elite.


The Hundred Halls is a multi-series universe about the only magical university in the world.  Season One of the Hundred Halls includes 28 books from 6 series, which each can be enjoyed separately.  The final trilogy, The Order of Merlin, involves all your favorite characters coming together to stop an infernal threat.

This bundle includes:

The Hundred Halls Series:

  • Trials of Magic
  • Web of Lies
  • Alchemy of Souls
  • Gathering of Shadows
  • City of Sorcery

The Reluctant Assassin Series:

  • The Reluctant Assassin
  • The Sorcerous Spy
  • The Veiled Diplomat
  • Agent Unraveled
  • The Webs That Bind

Gamemakers Online Series:

  • The Warped Forest
  • Gladiators of Warsong
  • Citadel of Broken Dreams
  • Enter the Daemonpits
  • Plane of Twilight

The Animalians Hall Series:

  • Wild Magic
  • Bane of the Hunter
  • Mark of the Phoenix
  • Arcane Mutations
  • Untamed Destiny

The Stone Singers Hall Series:

  • Song of Siren and Blood
  • House of Snake and Tome
  • Storm of Dragon and Stone
  • Sonata of Shadow and Thorn
  • Well of Demon and Bone

The Order of Merlin Trilogy:

  • The Order of Merlin
  • Infernal Alliances
  • Tower of Horn and Blood

Main Tropes

  • Modern Magical World
  • Dangerous Magical Academy
  • Found Family
  • Magical Heists
  • Artifact Hunts
  • Team of Misfits

Synopsis

Hundred Halls Series:
There are exactly one hundred halls of magic to choose from. Ever since our parents were killed I knew exactly which hall was for me.

Aurelia "Aurie" Silverthorne is one of the best and brightest to ever apply to the Hundred Halls, the only magical university in the world. To be accepted, she must pass grueling trials that claim the lives of aspirants every year. But more than her desire to practice magic is at stake. Aurie's little sister has been courting powerful forces in hopes of protecting herself from the beings that killed their parents, but alliances come with complications. As things spiral out of control, and dangerous foes arise at every turn, Aurie knows the only way to protect her sister is to pass the trials—even if it means making a terrible sacrifice.

The Reluctant Assassin Series:
The best assassins learn their magic at the Academy of the Subtle Arts. Everyone joins for their own reasons: to give death her proper due, to acquire outrageous fortunes, or to know that history bends to their blade.

Zayn Carter joined the Academy to save his family.

In the sleepy town of Varna, an ancient evil lurks, preying on the townsfolk and keeping them enslaved by her poison. This arrangement has lasted for centuries because to kill the Lady is to guarantee the death of every man, woman, and child in the town. Faced with this impossible conundrum, Zayn vows to take down the Lady, and all that support her. He'll save his family from this horrible fate—or die trying.

Animalians Hall Series:
There are many ways to die at the Hundred Halls. Pax Nygard has spent her childhood at the world's most dangerous zoo, and has a psychic fox named Kali as her companion, so she should be well prepared for the challenges that await her at the Animalians Hall. But when mysterious deaths at the local zoo and a dangerous rival create issues, she realizes it's the two legged kind of creature for which she lacks the skills to interact. If she can't learn to navigate the intricacies of human drama, while mastering the skills the hall teaches, then it will be her final year—in school and life.

Gamemakers Online Series:
Could you defeat the world's hardest immersive game? Alexandria Duke must learn how to or risk losing everything. When Alex joins Gamemakers Online, she finds there are no newbie areas, no tutorials, and nothing but vicious critters hunting her down. This seems like an impossible task but Alex is a veteran platinum achievement hunter who has solved previously unwinnable scenarios. She won't give up now.As she delves deeper into the game, she discovers it hides sinister secrets. If she can't survive the first year in Gamemakers Online then she'll lose more than her own life.

Stone Singers Hall Series:
Family is everything. Even if it's dysfunctional.

Thrust into a family of grotesque wealth and led by a tyrannical patriarch, Minerva Sune—disgraced former pop star—must navigate a world of cutthroat intrigue and magical scholarship she knows nothing about. Backstabbing best friends, combative professors, and an occult mastermind who knows her secrets keep her rushing to stay ahead of a familial catastrophe which she fears might end in the ultimate tragedy.

The Order of Merlin Trilogy:
Destiny calls when you least expect.

After five harrowing years in the Hundred Halls surviving dangerous supernatural threats, our group of young mages have each taken their own paths away from the university. But the recently returned Head Patron, Invictus, has need of their skills. Brought together under the banner of The Order of Merlin, these mages must survive everything their teacher throws at them—and each other—to become the team the world needs. Otherwise they don't stand a chance against the imminent demonic invasion.

Look Inside Chapter One

Chapter One

No one had died today. In fact, no one had died in the last seven days. It was the longest stretch since Aurie had joined the fourth-floor team as an orderly, which made it a joyous event, and simultaneously a superstitious one.
Aurie dodged around the Jell-O cart, skidding to a stop outside room 438. A sign in big red letters read "WARNING. No perfumes, magical ointments, or any alchemy reagents within thirty feet."
She gave her aquamarine scrubs a voracious sniff. While she'd washed her scrubs by hand that morning, using a plain soap bar in the shower, and used talcum powder for deodorant, Aurie was worried she'd picked up hitchhiking scents on the crowded train ride.
The only smell she detected was her mild body odor mixed with the talcum, so she went in.
An emaciated girl on the bed lit up. "Awesome Aurie!"
As she stretched her arms out, the dozens of wires connected to her limbs from scaffolding around the bed quivered.
"Elegant Emily," said Aurie, leaning over to give a hug, careful not to break a wire.
Aurie hid a grimace as she realized how thin Emily had gotten.
"How's it going, kiddo?" Aurie asked.
Emily put up a brave face. Suddenly, the car noises in the street outside quieted. Aurie could feel her heart press against her chest.
"I heard the doctor tell the nurse that she's out of spells," she said, staring at her bone-thin hands.
"I'm sure that's not true. There are always more spells. The doctor probably meant that she's out of spells, and needs to learn a few more to treat you," she explained.
Aurie reached in her pocket and pulled out a painted miniature about two inches high. The figure wielded twin scimitars in a fighting pose with the suggestion of winds swirling around her.
"It's you. A wind dancer," said Aurie while she tucked a strand of errant blonde hair behind Emily's ear.
"There's no such thing as a wind dancer," said Emily.
"You can be the first then, and have your own hall," said Aurie.
Emily offered a bittersweet smile as she cradled the miniature as if it were a puppy. The poor girl had been cursed by a vengeful air elemental to be near weightless. The wires kept her from floating to the ceiling. Without gravity acting on her body, she was wasting away like an astronaut in space for too long, and the airiness of her body made her susceptible to allergens.
"She looks like you," said Emily.
Aurie squinted to bring the details into focus. She'd had a friend paint it for her, but hadn't had a chance to study it.
"Yeah, I guess she has my olive skin and dark hair. I don't see any freckles, though," said Aurie.
"Or those dark circles," said Emily, touching Aurie's cheek below the eye.
"Sleep's overrated," said Aurie reflexively. She'd worked the night shift at a convenience store on the outskirts of Invictus. "Hey! Maybe this means I'll be your first student at the Hundred Halls."
Emily shook her head with faux indignation. "That's silly. You have your Merlins tomorrow." Then her eyes went wide as if she'd said something wrong. "I...I need the nurse," she said suddenly, jamming the call button.
"What's wrong? Are you okay?" asked Aurie, examining Emily for signs of danger.
The hard soles of running nurses echoed in the hallway. Aurie spun around expecting an emergency team only to find the doorway full of smiling people: doctors, nurses, orderlies, the rest of the patients—the kids.
"Surprise!" they yelled.
Aurie nearly tripped over her own feet, trying to figure out why they were surprising her, or even if it was supposed to be for her.
"I don't understand," she said.
Dr. Fairlight stepped forward as the spokesman for the group. She handed Aurie a small wrapped present about the size of a fist.
"With your Merlins tomorrow, we won't be seeing you much after that—"
Aurie interrupted with hurried breath. "I'm still going to work here. I have a job, right?"
Dr. Fairlight squeezed Aurie on the shoulder. "As long as I'm head of this floor you have a job here. Especially since this was where your dad did his residency."
"I miss him," she said.
Dr. Fairlight gave a comforting nod and continued, "But we know you won't have as much time. Especially when you get into Arcanium."
Guilt welled up inside Aurie. "The Aura Healers are my second choice. It's just..."
Everyone laughed. "You don't have to justify anything to us," said Dr. Fairlight. "You'll be great whatever hall picks you, though it'll be the Aura Healers' gain if Arcanium is too stupid to take the brightest student in decades."
Everyone always seemed to think that Aurie wouldn't have any problem passing her Merlins and getting into the Hundred Halls, but even some of the best students had to take them more than once. It wasn't usually an issue, but this was her one and only chance. She turned twenty in a month, which meant she'd no longer be able to take the Merlins. It was first time, or nothing.
"Open it," said Dr. Fairlight as the rest of the floor leaned forward. The kids crowded around her, eyes bright with the anticipation of her present.
Aurie patted a few heads before making a production of the opening. Some of these kids wouldn't be alive at their next birthday to experience presents again.
She tore the paper excruciatingly slow while the kids laughed and giggled and cheered her on. "Open it! Open it!"
"Hurry up!" said Emily from behind her, poking her with a bone-thin finger.
Finally, after a dramatic finish, Aurie crumpled the paper and threw it into the waste basket.
The kids practically climbed into her lap in trying to get the first glimpse of the gift. The open box revealed a pair of shiny earrings, eliciting an "ohhhh" from the crowd. Bright little rubies stared back at Aurie from the setting.
"You didn't have to do this," said Aurie, shaking her head at Dr. Fairlight, who'd crossed her arms and had a smirk on her face.
"Nonsense. We know it's been a rough go, what with you and your sister on your own. We wanted to get you something you could remember us by," said Dr. Fairlight. "Press the ruby and say 'lux.'"
When the words left her lips, a ruby-red glow filled the space around Aurie.
"They're perfect for late night studying when you don't want to disturb your roommate. They also help you see in the dark beyond the glow," said Dr. Fairlight.
"I don't know what to say," said Aurie, dumbfounded.
"Say thank you," said Dr. Fairlight.
"Thank you all!" said Aurie, then she gave out hugs, taking care not to aggravate the young patients' ailments. The "Children's Floor for the Irrevocably Cursed, Magically Ailing, and Supernatural Virology" housed kids afflicted with all sorts of strange ailments. Emily's weightless curse wasn't the worst by any stretch.
After everyone left, Dr. Fairlight winked and said, "Now get to work."
Aurie saluted. "Yes, ma'am!"
The rest of the shift went like a dream. There were no brown messes to clean up, lunch was cheese noodles, which was her favorite, and all the kids were in a good mood. It would have been the best day ever at the Golden Willow Clinic for the Sick and Infirm if some VIPs hadn't arrived right before her shift ended.
A nervous whisper traveled through the floor as Dr. Fairlight notified everyone that one of the directors was giving a tour to a potential high-end donor. Tension squeezed lips flat, and even the kids seemed to catch the spreading quiet.
From a side hallway, Aurie spied the VIPs. She'd heard from the station nurse that the potential donor owned the Herald of the Halls, the local newspaper that covered the halls and the city of Invictus.
The older woman, Camille Cardwell, wore a gold lamé jacket that made her look like she'd walked out of a fashion magazine from twenty years ago. The daughter, Violet, followed behind her mother while staring at her phone, obviously not paying a bit of attention to the tour.
To Aurie, Violet looked like the caricature of every rich girl she'd ever watched on TV or in a movie: blonde, rich, and vain. Granted, she'd never actually encountered a girl like that in the many high schools she'd attended over the years. The high schools Aurie went to were always on the seedier side of whatever town they were in, rather than the private schools that this girl had so clearly been a member of.
Aurie felt a little guilty for assuming that Violet wasn't a nice person. People had always made up stories about her and Pi whenever they'd been the new students, which had been too often. It wasn't fair that she did the same.
So Aurie went back to mopping the hallway, which took her the other direction, daydreaming about being able to enchant mops to clean the floor automatically. By the time she'd finished, the shift was nearly over. She pushed the bucket towards the closet near the main area.
A whiff of perfume caught Aurie's nose. She was so used to the antiseptic smell of mop water that the sudden infusion of musky plum snapped her head around. Violet walked alone, busily typing on her cell phone while nodding to the music she was listening to on her headphones.
The girl was oblivious to her location, let alone paying attention to the bold red sign outside of Emily's open door. Normally the nurses on duty warned people away if they weren't paying attention, but the station was completely empty.
Aurie dropped the mop and started running. "Hey! Stop! You can't go there! Stop! Stop!"
Oblivious to her surroundings, Violet kept walking. She was only a few feet from Emily's door. The last time someone had mistakenly worn perfume on the floor, Emily had gotten a severe case of hives, and that had been when she was heavier and healthier. A dose this close could be fatal.
Without thinking, Aurie lowered her shoulder and drove it into Violet. The girl looked up at the last second, surprise overtaking her bored expression. Together they went flying backwards, sliding a good ways on the recently mopped linoleum. It was a miracle that Violet didn't hit her head.
"What the hell is going on?" said Violet, pushing at Aurie to get off.
"It's Emily, I had to protect Emily," said Aurie, climbing off the girl.
She ran back to the doorway, preparing to call the nurses or hit the emergency button, only to find Emily's bed missing. Aurie panicked for a moment, thinking the worst, until she noticed the scaffolding was gone too. Then she remembered they were all going to watch a movie down the hall in the special theater.
"Oh, shit," said Aurie under her breath. She turned and held out her hands. "I'm so sorry."

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  • Fantastic Families

    They're plucky outcasts who discover an unlikely tribe that stick with them through even the worst of times.  I'm a sucker for the "coming together of the team" tropes where only through working together do they find they can defeat the villains.

  • Magical Academies

    I love the ridiculous things that are made possible by a world of magic like: eating a book to learn a new skill, tattoos that give you secret powers, or sneaking into a rival's dream to steal their thoughts.  Magic should be over-the-top, yet believable, and a whole lot of fun. 

  • Epic Adventures

    I wanted to create a world where the adventure never ceases.  There are a hundred Halls each with their own unique magics, countless realms to explore, and epic storylines that can be enjoyed either separately, or as one enormous interwoven tale. 

Which Hall Will Be Your Favorite?

Each series in the Hundred Halls Universe takes place in a different Hall, each focusing on a unique form of magic. In Season One, you'll be introduced to many of the Halls, where you'll discover a world rich with diverse magical disciplines, fascinating characters, and thrilling adventures. From elemental manipulation to arcane rituals, each Hall offers its own secrets and challenges, ensuring that every story is a captivating journey into the unknown. Join us as we explore the wonders and mysteries of the Hundred Halls, where magic is real and anything is possible.

Arcanium Hall

In the famed City of Sorcery, Arcanium stands as a beacon of enlightenment and arcane wisdom.  Within its grand, ivy-covered towers, students are immersed in the ancient art of the Word, where every syllable can shape reality and uncover hidden truths.  Under the tutelage of brilliant professors, they delve into forgotten lore and cryptic prophecies, learning to use the power of knowledge as both shield and sword. The vast libraries of Arcanium, filled with strange tomes and ancient scrolls, hold secrets waiting to be deciphered for those daring enough to seek them.  As young mages, they embark on a journey of arcane mastery, destined to become the guardians of truth in a world where words hold power. 

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Coterie of Mages Hall

In this hallowed citadel of ambition, an exclusive academy where only the most ambitious and cunning are admitted, privileged students delve into the deepest recesses of occult magic.  In shadowed alcoves and candlelit chambers, where power is the only real currency, they practice dark rituals and forbidden magics, mastering abilities that bend the very fabric of reality. These elite mages learn to manipulate and dominate, each lesson a step towards their ultimate goal: absolute power. 

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Academy of Subtle Arts

Amidst the shadowed halls beneath the City of Sorcery, young prodigies are honed into lethal instruments of the arcane.  The training dojos thrum with the pulse of forbidden spells as students weave through a labyrinth of hidden agendas and secret trials—relying on their Hall given magical tattoos and cunning to survive.  Guided by enigmatic instructors, students must master the delicate balance between light and dark, tread the fine line between savior and destroyer, and emerge ready to wield their lethal talents in a world teetering on the brink of chaos. 

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The Society for Understanding Animals (Animalians Hall)

In the City of Sorcery lies the Society for Understanding Animals, a revered academy here students learn to navigate the perilous world of supernatural creatures. Here, amidst enchanted groves and mystical menageries, young aspirants are trained to either tame the most dangerous beasts or forge lifelong bonds with majestic, magical companions. Under the watchful eyes of seasoned beastmasters, students delve into the secrets of arcane fauna, mastering spells of communication and control. The air is alive with the roars of dragons, the whispers of ethereal war-hungry unicorns, and the rustle of unseen entities lurking in the shadows. In this sanctuary of knowledge and courage, each lesson brings students closer to
understanding the delicate balance between man and beast, predator and ally. Whether subduing ferocious monsters or forming unbreakable connections with mythical beings, the graduates of the Society emerge as the guardians of both humanity and the magical creatures that share their world, forever bonded by the trials they have faced together.

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  • ⭐⭐⭐⭐⭐

    I've read other things by this author, but this one stands head and shoulders above the others! Fast paced, fascinating characters, twists and turns, loved it all and am so happy I could dive right into the second. Keep them coming - don't want to go into withdrawals!

    -Tami Cowles

  • ⭐⭐⭐⭐⭐

    I just found my new book to talk peoples ears off about! I could not put this book down and have told all of my friends to get a copy to read. It was a fun refreshing take on magic and creatures. The characters are so captivating. I am glad to see a magic related series that is more female based and has more of the "Supernatural" feel to it.

    -L. Coffing

  • ⭐⭐⭐⭐⭐

    Such a well penned story with a clever plot, nail-biting action and some delightfully vibrant characters. Importantly, it is a complete story, no being left dangling off a cliff. This is a well crafted, intricately developed world and its magic systems are pretty intriguing. Some really funny portions, the sex-geist, caused some coffee-snorting laughter. Don't consume fluids when the glowing critter makes its appearance, it's a tad dangerous!

    -Mandy Walkden-Brown

Gamemakers Hall

Nestled in a whimsical enclave where reality blurs with imagination, Gamemakers Hall stands as the premier academy for those who craft the most enchanting and perilous magical games. Within its fantastical walls, students are trained to design and master games that test the limits of mind, body, and magic. Guided by visionary mentors apprentices learn to weave complex narratives and create intricate puzzles that challenge and captivate. In grand arenas and virtual realms, they hone their skills, transforming playful competition into profound personal growth and development. Each game crafted is a journey of self-discovery and a testament to the limitless potential of imagination. At Gamemakers Hall, the lines between creator and player blur, as these gifted artisans learn to harness the power of games to shape destinies and transform the world.

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Protectors Hall

In the heart of the bustling city, hidden behind an imposing façade, stands Protectors, the prestigious academy where the finest magical investigators and officers are forged. Within its hallowed walls, a cadre of disciplined students is meticulously trained to uphold justice and order in a world teeming with supernatural threats. Cadets master the art of detection, unraveling complex spells and deciphering mystical codes. In state-of-the-art labs and enchanted obstacle courses, they perfect their combat skills and arcane prowess, ready to face any peril that lurks in the shadows. Bound by an unbreakable oath to protect the innocent and uphold the law, these elite magical officers stand as the first and last line of defense against the encroaching chaos of the arcane underworld.

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Order of Honorable Alchemists

Hidden within a sprawling estate, veiled by a tapestry of enchantments, lies the Order of Honorable Alchemists, an elite academy where the art of alchemy is perfected. Here, amidst glittering laboratories and opulent chambers, students are meticulously trained in the ancient craft of transmutation, seeking the dual paths of personal enlightenment and boundless wealth. Under the guidance of master alchemists, they delve into arcane mysteries and unlock the secrets of eternal youth. Each lesson is a step toward mastering the delicate balance of mind, body, and spirit, all while amassing untold riches. In this sanctum of transformation and prosperity, the students of the Order of Honorable Alchemists learn that true power lies in the perfect synthesis of wisdom and wealth, their ambitions as boundless as the treasures they seek to create.

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About Me

Hey there!  I'm Thomas K. Carpenter.  I've written over fifty fantasy books.   

I'm best known for the Hundred Halls Universe about a modern, magical university where plucky outcasts must find their true powers to defeat the forces of evil. 

These stories are filled with my favorite tropes like: found family, magical academy hijinks, and weird supernatural beings.

 I love writing stories about characters finding their tribe, because I want everyone—including my readers—to feel a part of one. 

Frequently Asked Questions

Will physical books be shipped to my house?

If you bought the Paperback version, then yes, you will receive an email from me with shipping information within a few days of placing your order.

If you bought eBooks you will receive an email from BookFunnel immediately after your purchase is complete with a link to download all the books.

If you don't see either of these emails, please check your spam folder, then contact me if you still can't find them at contact@thomaskcarpenter.com

What order should I read the books?

The Hundred Halls Universe has been created so that you can start reading any series. I certainly recommend reading each book in the series in order, but where you start is up to you.

If you want to read them in the order they were written, start with The Hundred Halls series then continue to The Reluctant Assassin series.

The suggested reading order and chronological timeline for all the Hundred Halls books can be found on my website.

How will I get the books onto my reading device?

If you ordered eBooks you will immediately receive an email from BookFunnel at the email address you used at checkout with a link to download your books. BookFunnel makes everything simple and have amazing customer service if you run into any problems. You can also contact me at contact@thomaskcarpenter.com if you have any issues. If you'd like to know more about the BookFunnel process, detailed instructions can be found here.

How To Find Your Magical Family

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