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Introducing a fabulous sci-fi adventure that will take your reading experience to a whole other level. Author Albert Taylor puts together a super complex adventure where you as the reader decide on how the story develops. Sounds too good to be true; well it’s here and packed with 71 different ways to make or break your story. It’s your story so you decide. The author Albert Taylor has been inspired by sci-fi, even before he could even walk, so this is the masterpiece he has been yearning to create; for a very, very long time. Ever since he was a child he has dreamed of creating his own style of science fiction, and finally it has become a possibility. Much more than just a simple book, the author has packed it with another dream; the dream of converting a simple book into something the reader could take and modify to his or her own desire! If you never liked the end of your favorite story, well here you actually have the option of changing that. You can end the story as tragically or heroically as you want to. You can run or hide, or just confront the multitudes of challenges that will try and end your story.Basically, if you are accustomed to the author leading you by the hand throughout the story to the very end, you will find that it’s not going to happen here. Consider that style to be kindergarten, for readers who depend on someone else telling them that there is no other way to go. Here you will have to come up with your own plan of survival, or face the consequences for reckless decisions. In this story the concept of parallel worlds is looked at in a more drastic, real life type of way. You’re pretty much faced with the big question of, what would I do if I discovered a parallel world. A million things probably come to mind, along with the big question of how to get back home. That’s the story in the nutshell, and you can go many ways, and even end up in some places where you would like to hang out a bit more. You can go that route, but you may find that it’s not at all that easy since your very presence has moved entire worlds! Your presence may have altered a bit more than you may have imagined, but leave that to book II, which is in reality your goal. If you survive and reach book II, then you have successfully reconstructed something compatible to the original story. You may want to get there another way though, which is not at all bad, and you may even be shocked to find out that there was a much better way to get to the end.
Everything a player needs to adventure in the Forgotten Realms, the most popular setting in the D&D "RM" game can be found right here: history, maps, non-player characters, geography, economics, societies, organizations, religions, politics, monsters, magic items, spells ... even a start-up adventure in the Realms!
Discover the colorful history of Evermeet—the serene, beautiful, and inviolate home of the elves—in this centuries-spanning Forgotten Realms tale Rich in magic and treasure, Evermeet is the ultimate paradise to those who hear of its legends. To the beleaguered elves of Toril, it is the ultimate refuge. But to many, it is the ultimate prize. At the heart of its story is Amlaruil, Queen of All Elves. When Evermeet comes under massive, devastating attack, her sacrifice holds the last hope of saving the elven homeland from the evils of the Beast Lord Malar. Written by one of the leading Forgotten Realms authors, Evermeet is a thrilling tour through elven history—a history checkered by war and intrigue, heroes and villains, mortals and gods.
An examination of the mythological, historical, and archaeological evidence for lost civilizations throughout the world • Explores unexplained mysteries such as the Caucasian mummies of China, the pyramids of Caral in Peru, and the genetically unique X-woman of Siberia • Examines evidence of lost, ancient civilizations in Asia, Europe, and the Americas, including extensive investigation into Atlantis • Shows that Siberia and the Amazon may have been cradles of humanity before Africa Over and over again, mainstream views of early history--which state that the first civilizations arose around 3500 BCE--are plagued by evidence of much older civilizations, evidence ranging from artifacts and inexplicable remains to pyramids and ubiquitous myths that clearly speak of great empires prior to the rise of the Sumerian city states and pharaonic Egypt. Viewing Atlantis and its many related myths as a metaphor for a long-lost global civilization, Patrick Chouinard explores the mythological, cultural, religious, and archaelogical evidence for many forgotten civilizations in Europe, Asia, and the Americas. He addresses unexplained mysteries from around the world, such as Caucasian mummies found in China, the pyramids of Caral in Peru, the “hobbit” remains on Flores Island, the giant heads of Easter Island, the lost legacy of Lemuria, the ideology and occult mysticism behind Nazi theory, and the genetically unique X-woman of Siberia. He also examines evidence of ancient alien visits and other supernatural phenomena in the distant past. Using recent archaeological findings, he shows that Siberia and the Amazon may have been cradles of humanity millennia before Africa. Sounding the call to continue searching ancient, remote, and formerly forbidden regions for lost cultures and genetic root races, Chouinard offers a new chronology for the emergence of human life and civilization as well as a new mechanism for how and why societies and species change over time. By finding lost peoples and their forgotten worlds, we can truly begin to understand the human race and learn from its long history.
In this landmark Forgotten Realms novel, a band of heroes seeks the one ally who can help them win a deadly race against the gods: Elminster When the gods are banished from the heavens, they must travel through Faerûn in the guise of mortals, seeking to regain their powers. Malevolent Bane, power-hungry Mystra, and Helm—guardian of the heavens—all know the lost Tablets of Fate are key. When four companions, the 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. But time is running out for the heroes and the Realms. Caught in the crossfire, nature itself revolts: strange, deadly creatures stalk the land, and even magic becomes unpredictable. Now embroiled in a high-level power struggle with the fallen deities, the heroes must find the sage Elminster—the only mortal who may know the secret of the tablets. And the search begins in Shadowdale.
Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . . The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.
New York Times–bestselling series: Join barbarian hero Wulfgar on another action-packed adventure in the Legend of Drizzt saga Spending just one day in the torture chambers of the Abyss would be enough to break even the heartiest soul. Wulfgar of Icewind Dale was there for six miserable years. Though Wulfgar has since been freed, he is still haunted by the memories of the pain he endured at his captor Errtu's hands. Hoping to distance himself from his past, he flees to the faraway port city of Luskan—but in so doing, isolates himself from his friends and develops an unhealthy penchant for booze. For Wulfgar, things get worse before they get better. Fired from his gig at a tavern, robbed of his warhammer, and accused of murder, he goes on the run with Morik the Rogue—beginning a dangerous, combat-filled journey toward his redemption. The Spine of the World is the second book in the Paths of Darkness series and the twelfth installment in the Legend of Drizzt series.
Falsely accused of murder, heroes Midnight and Adon must identify the true assassin in order to save themselves and the Forgotten Realms When Elminster the mage is announced dead, adventurers Midnight and Adon are accused of his murder. Suddenly, the two friends are caught amongst the swirling forces of good and evil, unknowingly implicated in a plot concocted by Bane—the god of murder—who is desperate to return to his former power. Bane and his allies will stop at nothing to recover the lost Tables of Fate, artifacts that preserve the balance between Law and Chaos—and may even restore Bane to his former glory. As the evil surrounding Midnight and Adon grows more potent, their quest to defeat Bane and prove their innocence grows fraught with betrayals from both friends and enemies alike. Without anyone to trust, can Midnight and Adon find a way to clear their names and save the Realms from a terrible fate?
A boy, a girl, and a dragon. You think you know the story? Think again.As young Lord Lukas is about to celebrate his public betrothal of Princess Lilia, the evil dragon Haarlok strikes, snatching Lilia while Lukas cowers in fear from the dragon's infernal breath. His life-long fear of fire costs him the ultimate price. In an attempt to redeem himself and rescue Lilia, Lukas must pass tests of temperance, wisdom, justice, and courage as he seeks four prizes that alone have the power to defeat the dragon. Though his quest teeters at the brink of ruin by paralyzing fears of his past and debilitating doubts in his present, a timely alliance with an old seer leads to an inner transformation, challenging him to discover a past long forgotten and to embrace a future beyond his dreams.
Offers a comprehensive description of the Forgotten Realms, one of the most well known Dungeons & Dragons campaign settings.