The war raged across the galaxy, resulting in billions of deaths and the destruction of moons, planets, and stars. The Idirans fought for their Faith, while the Culture defended its moral right to exist. Amid this cosmic conflict, an individual crusade unfolds. Deep within a labyrinth on a barren world lies a fugitive Mind sought by both the Culture and the Idirans. Horza, the Changer, and his unpredictable crew of mercenaries, human and machine, embark on a quest to find it, leading to their own potential destruction. Cheradenine Zakalwe, a top agent for Special Circumstances, alters planetary destinies through intrigue and military action. Diziet Sma, who elevated him from obscurity, realizes she doesn’t know him as well as she believed. Skaffen-Amtiskaw, a drone that once saved Sma's life, views Zakalwe as a burnt-out case, yet it cannot fathom the horrors of his past. In a symbiotic society of humans and machines, Gurgeh, known as the Player of Games, excels in every strategy and board game. Bored with his success, he travels to the Empire of Azad to engage in a game so complex that the winner becomes emperor. Faced with mockery, blackmail, and near-death experiences, Gurgeh accepts the challenge of a lifetime, which may also lead to his demise.
Iain Banks Books
Iain M. Banks was a Scottish science fiction author renowned for his intricate and expansive universes. His works frequently delve into themes of power, society, and human nature within vast galactic empires. Banks excelled at weaving philosophical considerations into compelling narratives, crafting unique technologies and civilizations. His distinctive voice and profound explorations of humanity's future solidify his legacy as a seminal storyteller in the genre.







The Player of Games
- 309 pages
- 11 hours of reading
In The Player of Games, Iain M. Banks presents a distant future that could almost be called the end of history. Humanity has filled the galaxy, and thanks to ultra-high technology everyone has everything they want, no one gets sick, and no one dies. It's a playground society of sports, stellar cruises, parties, and festivals. Jernau Gurgeh, a famed master game player, is looking for something more and finds it when he's invited to a game tournament at a small alien empire. Abruptly Banks veers into different territory. The Empire of Azad is exotic, sensual and vibrant. It has space battle cruisers, a glowing court-- all the stuff of good old science fiction--which appears old-fashioned in contrast to Gurgeh's home. At first it's a relief, but further exploration reveals the empire to be depraved and terrifically unjust. Its defects are gross exaggerations of our own, yet they indict us all the same. Clearly Banks is interested in the idea of a future where everyone can be mature and happy. Yet it's interesting to note that in order to give us this compelling adventure story, he has to return to a more traditional setting. Thoughtful science fiction readers will appreciate the cultural comparisons, and fans of big ideas and action will also be rewarded. -- Brooks Peck
Use of Weapons
- 434 pages
- 16 hours of reading
Special Circumstances had always been the Contact section's moral espionage weapon, the very cutting edge of the Culture's interfering diplomatic policy, the élite of the élite in a society which abhorred élitism. The man known as Cheradenine Zakalwe was one of SC's foremost agents, changing the destiny of planets to suit the Culture through intrigue, dirty tricks or military action.The woman known as Diziet Sma had plucked him from obscurity and pushed him towards his present eminence, but despite all their dealings she did not know him as well as she thought.The drone known as Skaffen-Amtiskaw knew both of these people. It had once saved the woman's life by massacring her attackers in a particularly bloody manner. It believed the man to be a burnt-out case. But not even its machine intelligence could see the horrors in his past.In this brilliant, multilayered book, Iain Banks explores once again the universe of the Culture, which he has previously visited in Consider Phlebas and The Player of Games. Ferociously intelligent, both witty and horrific, Use of Weapons leaves no doubt that Banks is now the outstanding writer of science fiction in Britain.
Two and a half millennia ago, the artifact appeared in a remote corner of space, beside a trillion-year-old dying sun from a different universe. It was a perfect black-body sphere, and it did nothing. Then it disappeared. Now it is back. 'Banks is a phenomenon ... wildly successful, fearlessly creative' William Gibson 'Thrilling, affecting and comic ... probably the finest science fiction he has written to date' New Scientist 'Banks has rewritten the libretto for the whole space-opera genre' The Times
Surface Detail
- 627 pages
- 22 hours of reading
When sex slave Lededje Y'breq is murdered by a politician on the planet Sichult, the artificial intelligence running one of the Culture's immense starships resurrects her so she can seek revenge. Meanwhile, the Culture is uneasily watching the conflict over whether to preserve virtual Hells for the souls of "sinners" or give them the release of death
It was one of the less glorious incidents of a long-ago war. It led to the destruction of two suns and the billions of lives they supported. Now, eight hundred years later, the light from the first of those ancient mistakes has reached the Culture Orbital, Masaq'. The light from the second may not. 'Confirms Banks as the standard by which the rest of SF is judged' GUARDIAN 'In terms of sheer storytelling prowess and verve, Look to Windward is a work of genius' SFX 'A great book' NEW SCIENTIST
The Scavenger species are circling. It is, truly, the End Days for the Gzilt civilization. An ancient people, organized on military principles and yet almost perversely peaceful, the Gzilt helped set up the Culture ten thousand years earlier and were very nearly one of its founding societies, deciding not to join only at the last moment. Now they've made the collective decision to follow the well-trodden path of millions of other civilizations; they are going to Sublime, elevating themselves to a new and almost infinitely more rich and complex existence. Amid preparations though, the Regimental High Command is destroyed. Lieutenant Commander (reserve) Vyr Cossont appears to have been involved, and she is now wanted - dead, not alive. Aided only by an ancient, reconditioned android and a suspicious Culture avatar, Cossont must complete her last mission given to her by the High Command. She must find the oldest person in the Culture, a man over nine thousand years old, who might have some idea what really happened all that time ago. It seems that the final days of the Gzilt civilization are likely to prove its most perilous.
Matter
- 593 pages
- 21 hours of reading
Matter is a novel of dazzling wit and serious purpose. An extraordinary feat of storytelling and breathtaking invention on a grand scale, it is a tour de force from a writer who has turned science fiction on its head. --
A collection of short stories by young British writers, this provides an introduction to the work of Iain Banks, Peter Benson, H.S. Bhabra, James Buchan, Patricia Ferguson, Ronald Frame, Patrick Gale, Carlo Gebler, James Lasdun, Deborah Levy, Adam Lively, Aidan Mathews, Candia McWilliam, Geoff Nicholson, Tim Parks, Philip Ridley, Joan Smith, Rupert Thomson, Daisy Waugh and Mathew Yorke. Many of these have already received critical acclaim. The collection is introduced by Graham Swift, author of "Waterland" and "Out of this World".
Inversions
- 393 pages
- 14 hours of reading
The sixth Culture book from the awesome imagination of Iain M. Banks, a modern master of science fiction.



