The Dark Elf Trilogy
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Travel back to strange and exotic Menzoberranzan, the vast city of the drow and homeland to Icewind Dale hero Drizzt Do'Urden.
The young prince of a royal house, Drizzt grows to maturity in the vile world of his dark kin. Possessing honor beyond the scope of his unprincipled society, young Drizzt faces an inevitable dilemma. Can he live in a world that rejects integrity? |
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Hostile in ways that a surface dweller could never know, the tunnel-mazes of the Underdark challenge all who tread there. Among these souls are Drizzt Do'Urden and his magical cat, Guenhwyvar. Exiled from his drow homeland, Drizzt must fight for a new home, in the the boundless labyrinth. |
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Far above the merciless Underdark, Drizzt Do'Urden fights to survive the elements of Toril's harsh surface. The young drow begins a sojourn through a world entirely unlike his own-even as he evades the dark elves of his past. He begins to understand his new home and its inhabitants, but acceptance among the surface dwellers doesn't come easily. |
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The Icewind Dale Trilogy |
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"The crystal shard was not content with an existence in a desolate mountain range... It wanted more. It wanted power." Akar Kessell has set in motion events that will lead to the rediscovery of the crystal shard, a magical device that may be powerful enough to bring about the destruction of Ten-Towns. Meanwhile, the barbarians are also planning to attack Ten-Towns, and their brutal assault on the villages seals their fate and that of Wulfgar. Wulfgar, a young barbarian, proves himself to be a mighty warrior among his race - one with the power to reshape this harsh region of the Forgotten Realms. But, even with the help of the dark elf Drizzt and Bruenor the dwarf, is he strong enough to reunite the barbarian tribes? and will the people of Ten-Towns put aside their petty differences in time to stave off the mysterious forces of the crystal shard? |
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"Yer eyes'll shine when ye see rivers runnin' silver in Mithril Hall!" Bruenor the dwarf, Wulfgar the barbarian, Regis the halfling, and Drizzt the dark elf fight monsters and magic on their way to Mithril Hall, centuries - old birthplace of Bruenor and his dwarven ancestors. Faced with racism, Drizzt contemplates returning to the lightless underworld city and murderous lifestyle he abandoned. Wulfgar begins to overcome his tribe's aversion to magic. And Regis runs from a deadly assassin, who, allied with evil wizards, is bent on the companions' destruction. All of Bruenor's dreams, and the survival of his party, hinge upon the actions of one brave young woman. |
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Assassin Artemis Entreri wisks his kidnapped victim, Regis the halfling. south to Calimport and into Pasha Pook's vengeful hands. If Pook can control the magical panther Guenhwyvar, Regis will die in a real game of cat and mouse. Using an enchanted mask, dark elf Drizzt Do'Urden hides his heritage and races with the barbarian Wulfgar to save their light-fingered friend. An unexpected ally arrives just as Entreri springs a trap. But can Regis survive unscathed? The companions from Icewind Dale battle pirates on the famed Sword Coast, brave the deserts of Calimsham, and fight monsters from other planes to rescue their friend... and themselves. |
| Legacy of the Drow | |
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Life is good for Drizzt Do'Urden, better than it ever has been for the beleaguered dark elf. His dearest friend, the dwarf Bruenor, has reclaimed his throne, and his adventuring companions, Wulfgar and Catti-brie, are to be wed in the spring. Even the halfling Regis has returned. All the friends are united in the safety and prosperity of Mithril Hall, where streams of silver mithril run deep and dwarven hammers bang out the solemn rhythms of ancient and unending songs. But Drizzt did not achieve this state of peace without leaving powerful enemies in his wake. Lloth, the dreaded Spider Queen deity of the evil dark elves, counts herself among them and has vowed to end the drow's days of pleasant security. |
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The Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, must go back to find his friends in the gnome city of Blingdenstone, and on to Menzoberranzan, the city of the drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall. He finds allies where he least expects them and enemies he though long gone. His scimitars slash at monsters too evil to reside under the sunlight of the surface world, while his inner strength wrestles with the tumult of emotions assaulting the noble drow when he looks once more on his dreaded homeland. All the while Drizzt must fend off the weight of guilt he carries for a dear friend lost to him forever. |
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Matron Baenre wants revenge. As she prepares an assault on Drizzt Do'Urden and Mithril Hall, the Time of Troubles hits and Lloth, the Spider Queen herself, walks the streets of Menzoberranzan! When the laws of magic turn horribly erratic, the mystical city is thrown into chaos more cruel than even the dark elves can bear. As the ruling houses tremble, one family unleashes potent nonmagical forces and rises to power. In Mithril Hall, as Bruenor Battlehammer prepares to meet the dark elves' siege, Drizzt finds Guenhwyvar locked in the Astral Plane, and Catti-brie is caught in wild, horrific dreams. Only an ancient dwarven king, allies from the depths, and Drizzt's own quick thinking can save them from the Spider Queen's minions. |
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Six years. Not so long in the lifespan of a drow. And yet - in counting the months, the weeks, the days, the hours - it seemed to me as if I had been away from Mithril Hall a hundred times that number. The place was another lifetime, another way of life, a mere stepping stone to... To what? To where? I ride the waves along the sword coast now, the wind and spray in my face. My ceiling is the rush of clouds and the canopy of stars; the floor, the creaking boards of a swift, well-weathered ship. Beyond that lies the azure blanket, flat and still, heaving and rolling, hissing in the rain and exploding under the fall of a breaching whale. Is this then, my home? |
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Paths of Darkness |
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Wulfgar returns from the Abyss to find there are demons a hammer cannot crush. Entreri has used his dagger to carve an empire in the back streets of Calimport, as he seeks the head of his oldest foe. Drizzt learns that not all wounds bleed. And not all blades kill. |
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The Road to Redemption Even the brutal streets of a treacherous city can't hide a tortured soul forever. The barbarian Wulfgar sets upon a dangerous path toward redemption when an old friend finds him in the city of Luskan. Wulfgar's journey twists up the windswept peaks of the Spine of the World. He will perserve, for at the end lies his most prized possession - the life he thought he'd lost forever. |
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Drizzt Do'Urden and his companions take to the road and sea in search for their missing friend Wulfgar. Their only clue in this life-and-death hunt is the mark of the barbarian's lost warhammer Aegis-fang, found branded on the back of a vicious outlaw. As they travel along the reaches of the Sword Coast, the companions grapple with the puzzle Wulfgar's life has become, and they slowly uncover the terrible pain that lies at its center. |
The Hunter's Blade Trilogy
Transitions
To be archived once the corresponding cover art has been released.
Pictures and Summaries will come when Pirate King, and Ghost King have also been released.
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