BOOKS

BOOKS

 

This is where it all began, with the Icewind Dale Trilogy, the very first novels featuring Drizzt Do-Urden, The Crystal Shard, Streams of Silver and the Halfling's Gem. From there came many others.

 

Next was the Dark Elf Trilogy of Homeland, Exile and Sojourn. Followed by the Legacy of the Drow with such books as The Legacy, Starless Night, Siege of Darkness and Passage to Dawn.

 

This page will give you a list of all 28 books in the series so far, with a brief synopsis, if you want more info I suggest reading the books, don't let any other website ruin that experience for you. Info comes from the great Wikkipedia

 

 

 

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Dark Elf Trilogy

 

As mentioned before the Dark Elf Trilogy is the second set of books in the series but should be the first, because this is wear the origin of Drizzt is told.

 

Drizzt was born to the tenth noble House of Menzoberranzan, Daermon Na'shezbaernon (more commonly known as House Do'Urden). He was the son of Malice, the Do'Urden Matron Mother and her consort, Do'Urden weaponmaster (and sometime Patron) Zaknafein. As the third son, drow culture demanded that Drizzt be sacrificed to their goddess Lolth. However, the death of his older brother, and first son, Nalfein, (incidentally, at the treacherous hand of the second son, Dinin) in the battle against House DeVir which raised Daermon Na'shezbaernon to the 9th ranked in the city during his birth, made him the second son and spared him.

Being a male in the matriarchal drow society, Drizzt Do'Urden suffered considerable abuse at the hands of his family in the first sixteen years of his life. His first ten years were spent in the care of his older sister Vierna; though she was far from kind, in his later years Drizzt would recall some affection for her, stemming from the fact they shared paternity through Zaknafein.

As a child, Drizzt displayed amazing reflexes and coordination. Consequently, Zaknafein was able to persuade Malice that Drizzt should become a warrior, instead of replacing Nalfein as the house wizard. Thus, at the age of sixteen, Drizzt began his weapons training. It was then that he began learning the skills that would lead to him become one of the most formidable swordsmen in both the Underdark, and Faer�n.

At twenty years of age, he went to Melee-Magthere, Menzoberranzan's warrior academy, where he excelled in his studies despite his resistance to the attempted brainwashing by the masters of the academy. When it was clear that there were none in Drizzt's class who could beat him, the masters of the academy matched him against students three years above him. Drizzt defeated that class easily. His time at the academy would have been spotless (by Drow standards) except for the graduation ceremony, where he disgraced himself by refusing to take part in an orgy, refusing the advances of two high priestesses, one of them his sister, and damning Lolth. Although he thought that no one noticed because they themselves were too "distracted" by the ceremony; therefore, he still graduated with honors.

After graduating he took part in a surface raid in which he saved the life of a child of the most bitter enemy of the drow, the surface elves, by hiding her underneath her murdered mother. Drizzt's weaponmaster Zaknafein, having similar morals to Drizzt, thought he killed the child, but Lolth knew he hadn't and dropped the Do'Urden family from her favour because of it. Zaknafein then fought with Drizzt, thinking he had become like other drow, and was told the truth of the matter by Drizzt.

Unfortunately, the females of House Do'Urden, in a bid to find out why Do'Urden was no longer in Lolth's favour, were watching this battle. The end result of this is that Zaknafein offered himself as a sacrifice to spare Drizzt.

Drizzt went back to house Do'Urden but could not find Zaknafein. He went to go confront Matron Malice about it she told him that he had been sacrificed to the evil spider queen Lolth.

She told Drizzt to serve as the houses weapon master. Drizzt nearly laughed aloud at the irony of her words. She thought he would fail where Zaknafein had failed, would fall into her trap as the former weapon master had fallen, never to climb out back out. You are the one who underestimates me, Drizzt said. Drizzt left house Do'Urden to live in the Underdark wilderness.

Drizzt then spent some years in the Underdark, during which he was enslaved by mind flayers and then had to fight Zaknafein again, who had been made undead by Malice, thanks to Lolth's "greatest gift" Zin-Carla, to find Drizzt. In the end, Zaknafein regained enough control to make himself fall into a pool of acid, destroying himself.

For Malice's failure to use Zaknafein to kill Drizzt, Lolth decreed that house Do'Urden should be destroyed, and House Baenre (the most powerful house in Menzoberranzan) did just that, with only Vierna and Dinin (Drizzt's older brother) surviving.

Having lived in the Underdark for over forty years, Drizzt then realized that neither he nor anyone around him would be safe, so he decided to travel to the surface. There he met with much adversity because of his race, but also found his true calling in life as a ranger. He eventually moved to Icewind Dale, where he joined with Catti-Brie, Bruenor Battlehammer, Regis the halfling and Wulfgar the barbarian.


 

 

Icewind Dale

 

The Crystal Shard

In a remote valley of Icewind Dale a weak-willed apprentice mage sets in motion the events leading to the discovery of a powerful magical device. While it grows in power and evil, a young barbarian boy, captured by a crusty old dwarf, is raised to manhood. Now Wulfgar, his foster father the dwarf Bruenor Battlehammer, and their friend Drizzt Do'Urden, must join forces and persuade the people of Ten-Towns to stave off the terror of Crystal Shard.


 

Streams of Silver

Bruenor the dwarf, Wulfgar the barbarian, Regis the halfling, and Drizzt the dark elf fight monsters and magic in their way to Mithril Hall, centuries-old birthplace of Bruenor and his dwarven ancestors. In the ned, all Bruenor's dreams, and the survival of his party, hinge upon one brave young woman.


 

The Halfling's Gem

Assassin Artimis Entreri whisks his kidnapped victim, Regis, south to Calimport. If Entreri's employer Pasha Pook can control the magical Panther Guenhwyvar, Regis will die in a real game of cat and mouse. The companions from Icewind Dale battle pirates, brave the deserts of Calimshan, and fight monsters from other planes to rescue their friend...and themselves.


 

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Legacy of the Drow

 

The Legacy continues the plot-line of The Icewind Dale Trilogy, with Wulfgar and Catti-brie preparing for their marriage and Drizzt returning from the first of many visits to Lady Alustriel of Silverymoon. Drizzt returns to a disturbed Catti-brie and eccentric Regis, who has returned to Mithril Hall after a stint as master of Pasha Pook's thieves guild.

While Bruenor plans the wedding, Wulfgar's tribe settles the appropriately-named Settlestone and beings to prosper. Wulfgar, on the other hand, is straining his relationship with Catti-brie, who feels his possessiveness is excessive and unwise. When Wulfgar unexpectedly attacks Drizzt and appears to have lethal motives, the tension builds, despite the drow�s diffusion of the situation.

Newly introduced is the dwarf battlerager, Thibbledorf Pwent. The dwarf, knocked unconscious during the invasion of Mithral Hall, pledges fealty to Bruenor. Among his personality quirks are a disgusting smell, and ungreased, ridged armor, which also serves as Pwent�s primary weapon.

Meanwhile, in Menzoberranzan, Drizzt's sister Vierna (Taken in by Matron Baenre after the fall of House Do'Urden) is preparing to recapture her brother. Vierna believes that this quest, if successful, will gain her the full favor of Lloth, the chief drow goddess. Vierna enlists the help of Bregan D'aerthe, the most prominent mercenary band in Menzoberranzan. Jarlaxle, Bregan D'aerthe's leader, briefly doubts Vierna's sanity and designs, but is convinced when Vierna turns her brother Dinin into a drider.

 

The story returns to Mithral Hall, with Bruenor preparing a detachment to investigate a goblin disturbance in Mithral Hall's unexplored lower tunnels. After the goblins are routed, tension builds between Wulfgar and Catti-brie. Wulfgar had wanted his fianc�e to stay out of the fight, for reasons that didn�t satisfy the woman.

A patrol goes missing soon afterward, and Drizzt prepares to investigate. Oddly, Bruenor suggests that Regis accompany the drow. Drizzt, with a few second thoughts, allows the halfling to join him. The pair discover the patrol, slaughtered; Drizzt identifies the murderers as dark elves and leads a pursuit. After the battle with the drow, Drizzt questions Regis on his new-found combat abilities, and discovers that the halfling is actually Artemis Entreri, wearing a familiar magical mask. Drizzt had previously used the item to pass as a surface elf, and had not realized its capabilities. Entreri then turns Drizzt over to the dark elves, who escape to the Underdark.

Entreri then challenges Drizzt, attempting to settle their feud from The Halfling's Gem. Apparently, this was Entreri's price in the operation to recover the wayward drow. The assassin is informed that he cannot kill Drizzt in the duel, because Vierna intends to sacrifice her brother to Lolth. Meanwhile, Bruenor and Wulfgar realize Regis' deception and manipulation: Bruenor was charmed to allow Regis to follow the ranger on his expedition; and Wulfgar was persuaded that Drizzt had kissed Catti-brie. Catti-brie, Bruenor, and Wulfgar, together with Cobble (Mithral Hall's High Priest) and Pwent, move to rescue Drizzt.

The duel between Drizzt and Entreri begins slowly, Drizzt not wanting to give the assassin satisfaction. Entreri counters by successfully taunting the drow with the whereabouts and well-being of Regis. Jarlaxle and Vierna are impressed with the battle, allowing it to continue until Wulfgar and company arrive. In the melee, Vierna crushes Cobble beneath a steel wall and Drizzt escapes, but violates his vow to never take dark elf's life. The moral struggle inherent ends with a repudiation of the vow, if necessary to save the lives of those for whom Drizzt cares.

Bruenor and his entourage also escape, and Entreri asks for an opportunity to pursue his nemesis. He kills his appointed escorts when alone and fails to find a hidden Drizzt. Drizzt's friends are also searching for him, as are Vierna and Bregan Daerthe.

The parties of Bruenor and Vierna collide, with another raucous combat. Bruenor attacks the Drider Dinin. Pwent is separated from the group, falling down a pit after overcoming dark elf poison. Vierna summons a Yolchol, a demonic handmaiden of Lolth, which attacks Catti-brie. Enraged, Wulfgar heroically distracts the demon, and hurls his war hammer at the chamber ceiling. As his friends look on in horror, the ceiling collapses and destroys both the barbarian and the demon.

 

In Starless Night Drizzt decides to return to Menzoberranzan to keep the drow from going after his friends. He gives Guenhwyvar to Regis and tells him not to tell anyone where he went. When Cattie-brie later questioned Regis, she was skeptical and decided to follow Drizzt.

Drizzt goes first to Blingdenstone and stays for a short while. Then in Menzoberranzan, Drizzt is able to disguise himself for a little while as a guard, but is later found out. He is captured and taken to Matron Baenre's dungeon and tortured by Vendes, the chief torturer who earned the nickname duk'tak. Meanwhile, Cattie-brie uses the magical mask to disguise herself as a drow priestess. She teams up with Artemis Entreri and frees Drizzt. Drizzt kills Vendes, then later fights Dantrag Baenre, who was considered the second-best to Zaknafein, so he wanted to kill Drizzt because he was Zaknafein's son and protege, to come out of Zak's shadow. Drizzt defeated him and obtained the speed bracers that he wore, while Cattie-brie took the sword Khazid'hea.

 

Siege of Darkness tells the story of how the Time of Troubles (Forgotten Realms), in which all magic is temporarily disrupted and many gods and goddesses are forced to take the forms of their avatars and walk the material plane, affects the drow and Drizzt and company. The Spider Queen, Lolth, plots to keep Matron Baenre in power and to ultimately take Mithril Hall. In-house fighting results in the 3rd house, House Oblodra, destroyed, with the exception of their kobold goblin army and the 4th house, House Faen Tlabbar, left leaderless. Matron Baenre, along with the favor of Lolth, forms a loose house alliance to attack Mithril Hall. Realizing that they can not possibly stop a drow army, the svirfnebli, the deep gnomes, are forced to abandon Blingdenstone. The battle for Mithral Hall takes place on the surface as well as in the Underdark. The drow were defeated with a little help from an unlikely source, the balor, Errtu. Through trickery, all Baenre wizardry and spells are temporarily interrupted and the heroes take advantage of the opening, killing Matron Baenre and defeating the drow offensive. Lolth's plan all along was to bring about chaos and to rid herself of Matron Baenre.

 

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Paths of Darkness

 

In The Silent Blade, Wulfgar tries to come to terms with his freedom from the Abyss and fails, fleeing from his friends to the port city of Luskan. There, he finds a job as a bouncer in return for a room and spirits, which he has become dependent on to dull the pain of his recent past. Many miles to the south Artemis Entreri returns to his hometown of Calimport, only to find that a lot of things have changed in his old thieves guild and many more will change if he and his new drow sponsors have anything to do with it. Drizzt himself travels with the rest of his friends to see Cadderly Bonaduce who has said he will attempt to use his powers as the chosen of Deneir to destroy Crenshinibon. Drizzt and company are duped by Jarlaxle and his lieutenants who impersonate Cadderly and take the crystal shard for themselves.

 

In The Spine of the World, Wulfgar and his new friend, Morik the Rogue are convicted of the attempted murder of Wulfgar's old companion Captain Deudermont, a crime they did not commit. Morik the Rogue is an unscrupulous human who comes along as a traveling and drinking companion to barbarian hero Wulfgar, and is a close, but not necessarily trusted, friend. Wulfgar's mighty warhammer Aegis Fang is stolen and sold to a notorious pirate. They narrowly avoid the horrors of Luskan's prisoner's carnival and set out to become bandits on the roads surrounding the city. They prove to not be very proficient at it, though, and soon become involved in the politics of a backwater town in which the peasant fianc�e of the local lord bears an illegitimate child. Wulfgar is blamed, but is helped to escape, and adopts the baby girl as his own.

 

The Sea of Swords is the story of how Drizzt and his friends try and track down Wulfgar's magical hammer Aegis Fang. They stop Wulfgar's new wife Dellie Curtie from being murdered in Waterdeep and are eventually reunited with Wulfgar himself with help from their old crewmate Robillard of the Sea Sprite. They track down the pirate Sheila Kree, the one who bought the hammer back in Luskan and who has now turned it into a symbol of her power. They discover her cohabiting in a cave complex with an ogre clan which she has bent to her will. There, Drizzt is faced by Ellifain, the elf child he saved when he was a part of a drow surface raid. She blames him for killing her mother; they fight and he unintentionally kills her, and with a little help from Morik the Rogue they succeed in taking back Wulfgar's weapon. Wulfgar then takes his family to Mithral Hall to live with his old friends.

 

The Servant of the Shard was removed from this set of books and put with SellSwords due to the story mainly being about Entreri, which the sellsword series is about.

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The Sellswords

 

The Servant of the Shard was taking out of

Servant of the Shard

After regaining his confidence and will to live (lost in Paths of Darkness, when Drizzt Do'Urden seemed to have died without being defeated fairly by Artemis, thus apparently taking from him the ability to prove to himself that he was a better fighter), Artemis Entreri finds himself allied with the mercenary Jarlaxle as the drow's tie to the surface world. Caught in the plans of Jarlaxle's band, Bregan D'aerthe, Artemis finds himself back in Calimport, the city in which he became known as one of the greatest assassins in Faer�n. Without many ties to the city after spending his time in captivity to the drow, Entreri must once again make his name known while trying to survive against the guilds of Calimport and Jarlaxle's lieutenants, Berg'inyon Baenre, Rai-guy Bondalek, and Kimmuriel Oblodra. At the same time Jarlaxle succumbs to the mental intrusions of the crystal shard, Crenshinibon, as it pushes Jarlaxle to fulfill his unending ambitions. This is also the third novel in the Paths of Darkness series.

 

Promise of the Witch King

Leaving behind their past, Artemis Entreri and Jarlaxle Baenre become mercenaries in the lands of Damara and Vaasa where fame and glory await any who seek it. They are hired by two dragon sisters to uncover artifacts left behind by Zhengyi the Witch King, a powerful lich who ruled the region for many years before falling to the power of King Gareth Dragonsbane and his allies. In this tale of a pair of unlikely heroes, Artemis and Jarlaxle battle mighty foes in search of adventure, glory, and treasure.

 

Road of the Patriarch

In the final episode of this series, Jarlaxle and Entreri find themselves having to answer for their actions at Zhengyi's construct. Both the Spysong Dynasty and the Citadel of Assassins have lost associates at the castle and search for a hero.

 

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The Hunter's Blades Trilogy

 

The Thousand Orcs

In The Thousand Orcs, the orc King Obould Many-Arrows, allied with a clan of frost giants, sends a massive army against the towns of the North. On the sidelines, four drow from the Underdark orchestrate events behind the scenes, playing each side against the other for their own advantage. Drizzt is separated from his friends during the siege at the town of Shallows. He witnesses the apparent death of the other Companions of the Hall, and turns his attention to slaughtering orcs in retribution, wherever he might find them.

 

The Lone Drow

In The Lone Drow, Drizzt Do'Urden is mourning what he believes to be the death of his closest friends. Drizzt only regains his sense of purpose after two elves (Tarathiel and Innovindil) and their two pegasi (Sunrise and Sunset) decide to help. The Dwarven druid Pikel Bouldershoulders loses his left arm at the elbow by a piece of slate thrown by a frost giant. Tarathiel, however, meets his demise at the hands of King Obould Many-Arrows. Meanwhile, the remaining Companions of the Hall, who survived the attack that Drizzt earlier witnessed, are fighting an increasingly desperate battle against Obould's forces.

 

The Two Swords

In The Two Swords, Obould's horde has pressed the Companions to the very gates of Mithral Hall, where Bruenor and his clan launch a desperate, last-ditch effort to push the orcs back. A desperate rescue attempt succeeds, with Drizzt and Innovindil rescuing the latter's pegasus, which Obould had captured and chained as a trophy, and Drizzt is unexpectedly reunited with the Companions that he long thought dead. The only major plot line to be tied up in this novel is the question of what Drizzt will do about his relationship with Catti-brie.

Other than that, The Two Swords resolves a few minor plot threads. Drizzt and the surface elf Innovindil bring their quest for the captured pegasus to a conclusion. A few more characters meet their demise in this novel.

Ultimately, the novel keeps the major plot lines active for future novels, and introduces several more.

 

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Transitions

 

The story timeline begins with Drizzt a century in the future. In this future, Drizzt is seen to be similar to his past descriptions, he still weilds Twinkle and Icingdeath-his enchanted scimitars or curved swords, he is still a respected and feared warrior, he still uses Guenhwyvar in battle and now wields Taulmaril, Cattie-Brie's trademark and magical bow. Drizzt is now reunited with his friends whom he thought were dead. However when Drizzt attacks and defeats a group of bandits named Casin Cu Calas, one mentions Bruenor Battlehammer's past weakness angering Drizzt. It is also later implied that a dear friend(Captain Deudermont), died in the ruin of Luskan, an event yet to come.

The uneasy peace between the dwarves of Mithral Hall and the orcs of the newly established Kingdom of Many-Arrows will not last long. The orc tribes united under Obould begin to fight amongst themselves, and Bruenor is determined to finish the war that nearly killed him and almost destroyed everything he's worked so hard to build.

Drizzt returns from his trip to the grave of Ellifan (the troubled elf who thought Drizzt killed her mother) along with the female elf warrior Innovindil. Innovindil returns to her elven forest home of moonwood where she and her pegasus are slain by attacking orcs. Hralien and his elven friend find Innovindil slain atop her pegasus. Earlier it is mentioned that Tos'un, a renegade dark elf, was captured by the elves and had gained their trust. Hralien says that the orcs ambush that had killed Innovindil was to thought out so they no start to hunt for Tos'un who they think is responsible, while it was really Jack ( a Gnomish wizard who helps out an orc tribe by the name of clan karuck).

Back in Mithral Hall Drizzt accompanies Bruenor to a place that they believe to be the ancient and lost dwarvern home of Gauntlgrym. Along with Regis and the three dwarves Thibbledorf Pwent, Torgar Hammerstriker and Cordio Muffenhead-who is also a powerful dwarf priest, enter what they believe to be Gauntlgrym. However, they discover a cavern full of demonic monsters and find ancient scroll telling of Orcs and Dwarves living together in harmony before their home was nearly destroyed by the demonic monsters. They flee with more questions than answers and return to Mithral Hall.

Cattie-Brie and Wulfgar go after Colson, Wulgar's surrogate daughter, and find her her in the town of Nesm� with help from the sorceress Lady Alustriel of Silverymoon. With some difficulty they retrieve Colson and Wulfgar leaves to return Colson to her original home of Auckney and Esmeralda, her birth mother. With a heavy heart Cattie-Brie returns to Mithral Hall knowing Wulfgar will never return as he tells her before he leaves he is returning to Icewind Dale to rejoin the roaming tribes of barbarians he was raised among.

An elf named Hralien is sent in response to Innovindal's death by the elves to find Drizzt and bring him back to hunt down who they believe to be the person who orginized the attack of Moonwood. A renegade dark elf and the only survivor of a band of four dark elves seen in the previous drizzt story arc. The dark elf, Tos'un Armgo, also wields Khazid'hea a former weapon of Cattie-Brie's, it is a sword that can cut through anything from rock to steel. It's also sentient and can control those whose will is weak.

Drizzt leaves Mithral Hall and eventually captures Tos'un defeating him and reclaiming Khazid'hea. He defeated Tos'un by yelling to his sword that he wanted to wield it and thats what Kazid'hea wants, to be wielded by the best, so it makes Tos'un lose. Bruenor, Regis, Hralien of Moonwood, Torgar Hammerstriker, Thibbledorf Pwent and Cordio Muffinhead track down Drizzt and together with the tied up Tos'un they set out together to kill King Obould Many-Arrows and to end the war.

Throughout the book a half-orc, half-ogre warrior named Ggruch has challenged Obould's leadership and now controls a large amount of Obould's troops. The two sides break into battle, Obould battles Ggruch hand-to-hand the winner will be the next leader of the vast orc armies. The companions come upon the two sides fighting to find that despite his prowess Obould is losing the fight due to Ggruch's gnome Wizard acomplice Jaq. Cordio, Pwent, Torgar, Regis and Hralien keep the orc troops back as Drizzt and Guenhywyvar battle Jaq the gnome and Bruenor aids Obould in defeating Ggruch. Bruenor is inspired to aid Obould because of his ancestors alliance with Orcs. Tos'un Armgo has a change of heart and aids Hralien, Regis and the Dwarves in fighting the orcs.

A wounded Bruenor and a dying Regis are held at the mercy of Obould as he demands for Bruenor to consider a treaty between the dwarves and orcs. As the book ends Cattie-Brie is now training to become a Wizardess and Obould forms a treaty with Bruenor to prevent anymore hostilities between.

Back to a century in the future that the novel opened with Hralien is king of the elves of moonwood and Tos'un has married an elfmaiden and has had two children. Drizzt sheathes his scimitars and walks away into regions unknown, the past extending behind him and future welcoming him with open arms.

 

The Pirate King

Drizzt returns to Luskan, and the Realms will never be the same.

The Arcane Brotherhood has long held the city of Luskan in their power, but when corruption eats away at their ranks, Captain Deudermont comes to the rescue of a city that has become a safe haven for the Sword Coast's most dangerous pirates. But rescuing a city from itself may not be as easy as Deudermont thinks, and when Drizzt can't talk him out of it, he'll be forced to help.

The story begins with Captain Deudermont and the Sea Sprite crew still fighting pirates. One of the captured pirates raises questions of the effectiveness of Deudermont's actions, suggesting that Deudermont is allowed to capture pirates purely as a show and then stating that the Arklem Greeth, a lich who controls the Hosttower in the city of Luskan, supports the pirate trade. On Deudermont's return to Waterdeep, he meets with Lord Brambleberry of Waterdeep, and the two of them decide to stop Arklem Greeth and his pirate crews.

Meanwhile Drizzt and Regis decide to travel to Icewind Dale to learn the fate of Wulfgar. Their path leads them Longsaddle, home of the Harpell family. During their visit, a philosophical debate ensues about crime and whether the 'greater good' justifies the use of severe punishment. Drizzt and Regis leave Longsaddle and head for Luskan, where they meet with captain Deudermont and learn of his plan. They decide to help in the fight.

The task of saving Luskan is presented as moral conflict between trying to better the city at the risk of destroying it or accepting stability under less morally pure rule. After a few battles that tears the city apart, Arklem Greeth blows up the Hosttower, killing a large percentage of Luskan's population. With the war apparently over, Drizzt and Regis continue on their path to Icewind Dale. There they find Wulfgar living in a cave invaded by a carefree Drizzt and Wulfgar many years ago, testing himself against the harsh seasons before he plans to return to his people. Back in Luskan, while Deudermont tries to rebuild the city and keep the people of Luskan safe and fed, the High Captains work against Deudermont, hoping to turn the people of Luskan against him and assume the position of rulers. Eventually, civil war breaks out in Luskan. Drizzt and Regis return to help. The final battle sees the death of Deudermont, the sinking of the Sea Sprite, and the return of the rule of the High Captains in Luskan. Drizzt and Regis leave the city with the rest of Deudermont's crew"

 

The Ghost King

In The Ghost King, when the Spellplague ravages Faerûn, old friends and foes alike are caught in the chaos. The blinding light released from the destruction of Crenshinibon burned out the eyes of the mighty Hephaestus, leaving him angry, sullen and defeated. A strand of Mystra's falling Weave released the necromancy of the ruined shard, reviving as apparitions the seven original liches that created it and giving sentience to the dead mind flayer Yharaskrik. Yharaskrik tricks Hephaestus into breathing onto Crenshinibon again, which transforms the dragon into a dracolich. Yharaskrik compels Hephaestus to smash Crenshinibon into his skull, binding them together. Yharaskrik's sentience then binds with Hephaestus/Crenshinibon, the three becoming the Ghost King. The three minds, with no privacy and never alone in the one body, had a great shared power: the dracolich's flight, strength, breath and an aura of death and disease, the militant and strategic mind - as well as psionic powers - of the mind-flayer, and the Crystal Shard's necromantic powers and patience combined. Seeking revenge on those responsible for his blindness, the mind of Hephaestus immediately set his sights on Jarlaxle Baenre.

Traveling with the silly, but undeniably dangerous, dwarf Athrogate, the latter rhyming the whole way, Jarlaxle snapped out of Reverie one night at the intrusion of the dracolich threatening to find him. Not unintelligent, Jarlaxle had not missed the Spellplague beginning around him as Mystra's Weave itself collapsed. And after being attacked - first by the undead and second by one of Crenshinibon's liches, who he inadvertently destroyed when he threw his pocket hole dimension over the top of the lich, which collided with the dimensional gate the lich contained - they caused a rift and the lich disappeared. He knew the only way to survive and perhaps stop this horrid monstrosity of a foe was to enlist the help of the mighty drow Drizzt, as well as the holy Deneirrath priest Cadderly. He also knew, due to the last encounter with Cadderly - ending in a threat should Jarlaxle ever return to Spirit Soaring - that the only way to get Cadderly was to get Drizzt, and the only way to Drizzt was Cadderly. As he journeyed to Mithral Hall, attempting to discern a way to get the drow on his side, he learned of a terrible side effect of Mystra's falling Weave touching Drizzt's wife Catti-brie. He then decides his only chance - maybe Faerûn's only chance - was to convince Drizzt that Cadderly was her only chance and to let him go with him as well. After using a disguised Athrogate to convince Bruenor and Drizzt that Cadderly was Catti-brie's best hope, Jarlaxle meets up with Drizzt, Bruenor and Pwent, explains to him their plight and how their problems may be connected. Meanwhile, Spirit Soaring is filled with priests, mages, sages and scholars of all sorts, all gathered to discuss the recent failures in magic, the failure of some gods to answer but not others and other effects of the Spellplague. Shortly after Cadderly's children and the druidic dwarf Pikel arrive at Carradoon, the town starts being assaulted by the Ghost King's undead which, despite their great martial prowess, drives them and the town's people deep into caves under the mountain. At the same time creatures of the Shadow Plane begin assaulting Spirit Soaring but the combined might of the remaining empowered priests and wizards, led by Cadderly, hold them off until sunrise, when they retreat. Shortly after, as the remaining people at Spirit Soaring equip themselves with magical weapons of the cathedral's collection, their patrols begin to report heavier losses as magic begins to fail completely. Cadderly attempts to find Deneir and finds his god weaving the Metatext and therefore himself into the broken Weave to fix the damage and stabilize it. Soon after, a group of priests and mages who have lost faith sally forth against Cadderly's advice to escape and return a few minutes later as zombies at the forefront of an army of shadow creatures, who had returned even during the day.

Drizzt and company run into Danica, Cadderly's wife, who had been out searching for their missing children when she stumbled across what appeared to be the death of Ivan Bouldershoulder at the Ghost King's foot. Barely escaping alive and with Jarlaxle's help, she recovers in time for them to reach the battle at Spirit Soaring. They attempt to press through with the unconscious Catti-brie on a wagon but not even a fierce charge by the dwarven heroes followed by the speed of the drow could break through the unstoppable tide. Seeing his wife and some friends in danger, his need to act called out and something answered. Reciting off unknown spells, he creates a flying horse and carriage out of a cloud and rides down to rescue the fighters below displaying godlike power in the form of potent and great unknown spells.

The Ghost King is defeated but escapes to the Shadowfell, where he recovers rapidly. He returns and is defeated a second time, disappearing to the Shadowfell again. Cadderly uses Catti-brie as a conduit to enter the Shadowfell to finish off the Ghost King. In the end, Cadderly defeats the Ghost King at the cost of his life and becomes the new Ghost King, forever reinforcing and guarding the ward containing the rift left by the old Ghost King. The rift is in the shattered remains of Spirit Soaring. Catti-brie is allowed one last night with Drizzt, before she and Regis both die from the Spellplague and are taken by Mielikki as a reward partly to Drizzt. The goddess puts them into a pocket paradise

 

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Neverwinter

 

Gauntlgrym

In this title, Drizzt joins Bruenor Battlehammer on his quest to find the fabled dwarven kingdom of Gauntlgrym: said to be rich ancient treasure and arcane lore. However, Jarlaxle and Athrogate discover it first. In their search for treasure and magic, the enemy drow and dwarf pair inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting inhabitants of Neverwinter—a catastrophe large enough for Jarlaxle to risk his own skin and money to stop it. To their dismay, the more they uncover about the ancient dwarven kingdom, the more they see they can't stop it on their own. This ends up in an unlikely teaming up with none other than Drizzt and Breunor. Drizzt's lust for battle increases and he begins to wonder if he is truly different than any other dark elf, and if he loses the last of his companions he wonders if he will succumb to drow nature. In the end, Breunor must sacrifice his life in order to save his friends and all of Neverwinter."

 

Neverwinter

Set days after the events of Gauntlgrym, Drizzt is now the sole survivor of the companions of Mithral Hall leaving him with guilt and relief in his new freedom for the first time in nearly one hundred years. Being accompanied by Dahlia Sin'felle, the only other survivor from their party at Mount Hotenow, they decide that their best course of action is to head to Luskan in order to regroup and learn what they may the two head towards the town aided by Drizzt's magical unicorn Andahar. It is revealed that the unicorn can be killed although it is magical. On a positive note, It can also stay in the Realms for as long as needed with no time limit restraints. However, because it has more vulnerabilities than his other magical familiar, Guenhwyvar, Drizzt is much more cautious in his use of the Andahar. While in Luskan, the group runs afoul with the pirate captains but end up escaping. Drizzt soon finds himself on the opposite side of the law. Dahlia forces him see the dark things a common man could be driven to do under certain circumstances. The two find themselves in battle quickly, and Drizzt is enjoying the constant toil.

 

Charon's Claw

Drizzt and Dahlia return to Neverwinter with plans of revenge against the Netherese lord Herzgo Alegni, heralding a final battle for freedom. Drizzt then reunites with his old foe, Artemis Entreri, to destroy the magical weapon that has control of him, Charon's Claw-even at the cost of losing his life as well. The novel will focus on how Drizzt will prepare to fight Herzgo Alegni and prelude the appearance of Dagult Neverember, who is set to be the Lord Protector of New Neverwinter.

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Companions Codex

 

Night of the Hunter

Drizzt Do'Urden returns to Gauntlgrym with old friends by his side once again, as they seek to rescue Bruenor's loyal shield dwarf-turned-vampire. But not only do Drizzt and his allies face a perilous journey through the Underdark and the dangers of the undead that lie within, but they must cross through a colony of drow, who would like nothing better than to see Drizzt Do'Urden dead."

 

Rise of the King

Drizzt and the chronicles of the Companions of the Hall continue in Rise of the King, which picks up with the fan-favorite storyline of dwarf king Bruenor Battlehammer and his bloody feud with the orc kingdom of Many Arrows.

 

Vengeance of the Iron Dwarf

In the evolving world of the Forgotten Realms setting, the Sundering has given way to months of cloud-cloaked darkness, and war rages under that oppressive sky. The orcs have broken a hard-fought treaty that's held, however tentatively, for a hundred years, and the time to settle old scores has devolved into an all-out brawl for control of the ancient realms of the North.

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Homecoming

 

Archmage

The pall that had descended over the North is gone, and a new day has dawned on a victorious Mithral Hall, but no matter how bright things seem on the surface, Drizzt and his companions know that what lurks just under their feet remains steeped in evil and charged with unimaginable power.

The dark elves of Menzoberranzan, including the powerful Archmage Gromph, are not done with Drizzt yet. And consumed by their own power struggles, feeling backed into a corner, the drow may just be desperate enough to call on demonic forces from the deepest reaches of the Abyss, and unleash a disaster even the Underdark could never have prepared for.

 

 

Maestro

Something terrible, unspeakable, immense, has come to Menzoberranzan and is leaving death and destruction in its wake. The primordial of Gauntlgrym stirs, sending Cattie-brie and Gromph to Luskan, and the ruins of the only power that can keep the beast in check. The damage of the Darkening, of war, and of a demon-ravaged Underdark has sent cracks out across the North. Some of this damage may never be repaired.

And Drizzt is going home. But not to Mithral Hall. Not to Icewind Dale. He's going to Menzoberranzan. Bruenor is ready to march with him bringing along an army of dwarves to end the scourge of Menzoberranzan, but Drizzt needs to see what's happening there. The dwarf army may not be necessary. The City of Spiders might already have fallen to the demons and their wicked prince. But even if that's true, what's to say the demons will stop there?

Maestro picks up where Archmage left off, plunging Drizzt into his most dangerous adventure yet, and with all the action, adventure, beloved characters, dark elves, monsters, and demon princes Drizzt fans adore.

 

 

Hero

The saga of dark elf Drizzt Do'Urden has become a fixture in the fantasy genre, with a string of New York Times best-selling novels going back to 1988. Hero is the follow-up to Maestro and Archmage, and final book in the Homecoming trilogy.

Something akin to "peace" has come to the Underdark. The demon hordes have receded, and now the matron mothers argue over the fate of Drizzt Do'Urden. Even so, it becomes clear to one matriarch after another that while the renegade drow may come and go Menzoberranzan, the City of Spiders will crawl forever on.

And so Drizzt is free to return to his home on the surface once again. Scores are settled as lives are cut short, yet other lives move on. For the lone drow there is only a single final quest: a search for peace, for family, for home--for the future.

Hero picks up where Maestro left off, in a sweeping climax to an epic tale.

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Timeless Series

 

Timeless

Centuries ago, in the city of Menzoberranzan, the City of Spiders, the City of Drow, nestled deep in the unmerciful Underdark of Toril, a young weapon master earned a reputation far above his station or that of his poor house.

The greater nobles watched him, and one matron, in particular, decided to take him as her own. She connived with rival great houses to secure her prize, but that prize was caught for her by another, who came to quite enjoy the weapon master.

This was the beginning of the friendship between Zaknafein and Jarlaxle, and the coupling of Matron Malice and the weapon master who would sire Drizzt Do'Urden.

R. A. Salvatore reveals the Underdark anew through the eyes of Zaknafein and Jarlaxle-an introduction to the darkness that offers a fresh view of the opportunities to be found in the shadows and an intriguing prelude to the intriguing escapes that lie ahead in the modern-day Forgotten Realms. Here, a father and his son are reunited and embark on adventures that parallel the trials of centuries long past as the friends of old are joined by Drizzt, Hero of the North, trained by Grandmaster Kane in the ways of the monk.

But the scourge of the dangerous Lolth's ambitions remain, and demons have been foisted on the unwitting of the surface. The resulting chaos and war will prove to be the greatest challenge for all three.