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A world-shaping event revives old favorites, introduces new complications—and moves hero Drizzt Do'Urden into a restored era of the Forgotten Realms Alone and with his fate hanging in the balance, Drizzt Do'Urden reflects on the lives of the trusted allies who stood by his side throughout his early life—the friends now known as the Companions of the Hall. Unbeknownst to him, the goddess Mielikki has given Bruenor, Catti-brie, Regis, and Wulfgar the chance to return to the world they left behind. Reborn as children but with their memories still intact, the friends must find a way back to one another—and to their lone Companion, Drizzt. Meanwhile, three seemingly unrelated commoners, growing up across the far reaches of the Forgotten Realms, display incredible feats of power. Against all odds, they hold the fate of Drizzt Do'Urden in their hands—a fate that is far from certain. For in the shadows, a cunning cabal of wizards is watching, intent on hunting the "Chosen" mortals who have been blessed by the gods. These wizards know something mere commoners do not: Long-forgotten gods have begun to stir. Long-lost lands have begun to tremble. The world around them is about to change—and these wizards will do whatever it takes to turn the coming chaos to their advantage. The Companions is the first book in the Sundering series and the twenty-seventh book in the Legend of Drizzt series.
Discover the monstrous realm of Ikoria in this thrilling story, inspired by Magic: The Gathering's card set Ikoria: Lair of Behemoths! Lukka is a proud captain of the Coppercoats, the elite military force that defends Drannith from the savage monsters lurking outside its city walls. For the Coppercoats, the only good monster is a dead monster. Lukka's world is forever altered when he unexpectedly forms a mystical connection with a ferocious, winged cat. But such bonds are high crimes in Drannith, punishable by death. Running for his life, Lukka flees the very home he was sworn to protect. Now an outcast monster "bonder," Lukka must survive the wilds of Ikoria while being ruthlessly hunted by his former brothers-in-arms, including the sadistic General Kudro. With help from planeswalker Vivien Reid, can Lukka learn to tame his newfound powers before he wields vengeance--and an army of nightmarish monsters--against his beloved Drannith?
From the "New York Times" bestselling author of the Kushiel series comes another startling fable--an epic tale of gods waging war in their bid to control an entire universe and the mortals they use as chess pieces in a most deadly game.
Danon's army sweeps across the Kingdom of Delfinnia and Luxon, the only one capable of stopping the annihilation of the realm embarks on a desperate quest to cure himself of the deadly Void Sickness that threatens his life. To find the cure, Luxon must travel through the Magic Gates and find the Waters of Magic, but in doing so, he will be sent to new worlds and even through time. There he will uncover the shocking truth about Danon and another he calls friend and mentor. Elsewhere dragons ravage the eastern lands spurring Kaiden to reform the Knights of Niveren and in the south, the King's Legion, led by the usurper Ricard makes a desperate stand against Danon's hordes. As the world turns ever darker, one hope remains. The legendary sacred sword Asphodel remains hidden. The Quest is on to claim the blade and perhaps push back the evil threatening creation itself.
Chaos is everywhere as the Lord of the Nexus orders his servant Haplo and the human child known as Bane to further their master's work on Arianus, the realm of air. But their one time companion Alfred has been cast into the deadly Labyrinth. And somehow the assassin Hugh the Hand has been resurrected to complete his dark mission. More important, the evil force that Haplo and Alfred discovered on Arianus has escaped. As Haplo's doubts about his master grow deeper, he must decide whether to obey the Lord of the Nexus or betray the powerful Patryn...and endeavor to bring peace to the universe.
Ages ago, sorcerers of unmatched power sundered a world into four realms—sky, stone, fire, and water—then vanished. Over time, magicians learned to work spells only in their own realms and forgot the others. Now only the few who have survived the Labyrinth and crossed the Death Gate know of the presence of all four realms—and even they have yet to unravel the mysteries of their severed world. . . . In Arianus, Realm of Sky, humans, elves, and dwarves battle for control of precious water—traversing a world of airborne islands on currents of elven magic and the backs of mammoth dragons. But soon great magical forces will begin to rend the fabric of this delicate land. An assassin will be hired to kill a royal prince—by the king himself. A dwarf will challenge the beliefs of his people—and lead them in rebellion. And a sinister wizard will enact his plan to rule Arianus—a plan that may be felt far beyond the Realm of Sky and into the Death Gate itself.