Regular price: $24.95
Just as Erix a slave girl learns of a great destiny laid upon her by the gods themselves, across the sea, a fateful mission of exploration embarks. The explorers, a legion of seasoned mercenaries, sail westward to discover a land of primitive savagery mixed with high culture, of brutal, bloodthirsty gods and lavish treasures. Under the banner of their vigilant god, Helm, the legion claims these lands for their own. Only as Erix sees her land invaded by these strangers is her startling destiny revealed.
The book of the Official Advanced Dungeons and Dragons computer game.
Her name is Alias, and she is in big trouble. She is a sell-sword, a warrior-for-hire, and an adventuress. She awoke with a series of twisting, magical blue sigils inscribed on her arms and no memory of where she got them. Determined to learn the nature of the mysterious tattoo, Alias joins forces with an unlikely group of companions: the halfling bard, Ruskettle, the southern mage, Akabar, and the oddly silent lizard-man, Dragonbait.
When the gods are banished from the heavens, they must travel through Faern in the guise of mortals. When four companions, last survivors of the Company of the Lynx, find themselves in possession of a mysterious amulet, they must escape death at the hand of Bane, god of murder. When magic itself runs wild, no one can say that the most innocent of spells will not destroy the world.
Kazgoroth, the Beast, has come into the world to destroy the power of the Earthmother. Changing its shape as needs be, the Beast goes across the island of Gwynneth, corrupting everything in its way. Its destination is a large gathering of Northmen raiders at Oman's Isle, in the middle of the Moonshaes, where they are preparing an assault on the kingdom of Corwell. The Northmen don't realize yet that this is going to be more than just a plundering raid.
Having robbed a temple, Pinch must hide his theft from the temple's priestess, his traveling companion, Lissa, who holds the secret that could make him the next king of Ankhapur.
Just as Erix a slave girl learns of a great destiny laid upon her by the gods themselves, across the sea, a fateful mission of exploration embarks. The explorers, a legion of seasoned mercenaries, sail westward to discover a land of primitive savagery mixed with high culture, of brutal, bloodthirsty gods and lavish treasures. Under the banner of their vigilant god, Helm, the legion claims these lands for their own. Only as Erix sees her land invaded by these strangers is her startling destiny revealed.
The book of the Official Advanced Dungeons and Dragons computer game.
Her name is Alias, and she is in big trouble. She is a sell-sword, a warrior-for-hire, and an adventuress. She awoke with a series of twisting, magical blue sigils inscribed on her arms and no memory of where she got them. Determined to learn the nature of the mysterious tattoo, Alias joins forces with an unlikely group of companions: the halfling bard, Ruskettle, the southern mage, Akabar, and the oddly silent lizard-man, Dragonbait.
When the gods are banished from the heavens, they must travel through Faern in the guise of mortals. When four companions, last survivors of the Company of the Lynx, find themselves in possession of a mysterious amulet, they must escape death at the hand of Bane, god of murder. When magic itself runs wild, no one can say that the most innocent of spells will not destroy the world.
Kazgoroth, the Beast, has come into the world to destroy the power of the Earthmother. Changing its shape as needs be, the Beast goes across the island of Gwynneth, corrupting everything in its way. Its destination is a large gathering of Northmen raiders at Oman's Isle, in the middle of the Moonshaes, where they are preparing an assault on the kingdom of Corwell. The Northmen don't realize yet that this is going to be more than just a plundering raid.
Having robbed a temple, Pinch must hide his theft from the temple's priestess, his traveling companion, Lissa, who holds the secret that could make him the next king of Ankhapur.
Between the valiant kingdoms of the western Realms and the exotic eastern lands of Kara-Tur lies a vast, unexplored kingdom. For centuries, the "civilized" peoples of the Forgotten Realms have given little notice to these barbarians. Now, a powerful leader has united the wild horsemen into a mighty force - an army powerful enough to challenge the world.
Dermined to drive a trade route through Anauroch, the Zhentarim have sent an army to enslave the fierce nomads of the great desert. As tribe after tribe fall to the intruders, only a single woman, Rhua, sees the true danger - but what sheik will heed the advice of an outcast witch? Ruha finds help from an unexpected source. The Harpers, guardians of liberty throughout the Realms, have sent an agent to counter the Zhentarim. If she can help this stranger win the trust of the sheikhs, perhaps he can overcome the tribes’ ancestral rivalries and drive the invaders from the desert.
Silent death stalks the Harpers of Faern. One by one, members of the semi-secret society for good in the Realms are falling to a murderer's blade. Now a Harper agent and a beautiful half-elf assassin must solve the mystery. If they fail, they will be the next victims. But things in the Realms are rarely that simple....
Book One in the new Druidhome Trilogy picks up where the popular Moonshae Trilogy left off, righting the great wrong that remained at the conclusion of the original series. Now evil threatens the islands of Moonshae, for the people have forsaken their goddess, the Earthmother.
This stunning new release of the classic R.A. Salvatore novel recounts the origins of Salvatore's signature dark elf character, Drizzt Do'Urden. This title kicks off The Legend of Drizzt series, which will showcase the classic dark elf novels in these new audiobook editions.
A new trilogy by the author of many best-selling books in the Forgotten Realms series stars a young peasant who rescues a princess from a giant, only to find that her father is the real problem. Original.
The greatest city in Maztica lies in ruins, and plague of hideous monsters descends across the land. From the ashes of destruction, a tenuous alliance forms. Legionnaires and native warriors fight side by side, but their only hope of victory requires aid from beyond the Forgotten Realms.
The thrilling climax of the Forgotten Realms Maztica Trilogy.