"On the fringes of a fractured interstellar empire, a young jump mage charts star paths with spells instead of engines. When a routine courier run ignites a political powder keg, he’s thrust into a gauntlet of aristocratic intrigue, privateer fire, and the cold calculus of the void—armed only with his wits and a grimoire. Starship's Mage blends arcane power with starship grit for a propulsive space-fantasy adventure that crackles with wonder and peril."
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If you loved how Damien Montgomery’s rune-work lets a tramp freighter punch through FTL and how the Mage-King’s Protectorate treats spellcraft like ship systems, you’ll click with the calendrical warfare in Ninefox Gambit. Cheris and the resurrected tactician Jedao weaponize ritual mathematics to bend reality on the battlefield—much like Damien’s precise spell-forms dictate what a ship can do. The fusion of doctrine, formation logic, and reality-bending “tech” scratches the same itch as jump-mage logistics and Warden-style problem solving, but with even stranger, exhilarating set-pieces.
You enjoyed how Damien and the Blue Jay crew get tangled in Protectorate politics and Warden agendas under the Mage-King of Mars. In A Memory Called Empire, Ambassador Mahit Dzmare navigates the glittering, perilous court of Teixcalaan, where poetry is policy and every conversation is a duel. The same pull of conspiracies, oaths, and imperial power plays you saw around the Wardens fuels this page-turner—only here it’s palace intrigue, cultural assimilation, and assassination plots that keep you guessing.
If the tight-knit bonds Damien forms aboard a small freighter—and the way that crew sticks together when pirates, mafias, and officials close in—won you over, you’ll love the Rocinante’s found-family vibe in Leviathan Wakes. Holden, Naomi, Amos, and Alex pull together through a missing-person investigation that spirals into the Eros disaster. It delivers the same mix of shipboard camaraderie, hard choices, and ride-or-die loyalty you felt with Damien and his captain, only against a mystery that threatens the whole system.
If Damien’s carefully prepared runes, mana costs, and spell limitations hooked you—the way jump magic’s rules drive tactics and plot—then Mistown: The Final Empire will hit the sweet spot. Vin learns Allomancy’s metal-based powers with strict constraints that force clever planning, much like Damien optimizing spells under pressure. Watching Kelsier’s crew execute a precision plan against the Lord Ruler scratches the same itch as seeing a Warden outthink foes with the exact right spell at the exact right moment.
If Starship’s Mage grabbed you with Protectorate-spanning stakes, jump-driven chases, and shocking reveals about who’s pulling the strings, Velocity Weapon delivers that same adrenaline. When Sanda Greeve wakes on an AI warship centuries after a battle, she’s thrust into a conflict between rival powers with twists that reframe everything—akin to Damien uncovering the deeper games behind Wardens and nobles. It’s punchy, twisty space opera that keeps upping the scale without losing the human core.
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