For months, Sienne and her scrapper team have faced many challenges in their quest to free Alaric’s people from the wizard enslaving them. But when a new, unexpected challenge threatens to end their quest, the companions have no choice but to give in to a blackmailer’s demand: retrieve an ancient stone artifact from an abandoned village.
Their new adventure takes them north to the edges of the Empty Lands, where monsters roam free and even the land is dangerous. Someone else wants what they’re after—someone who will kill to get it. And in a deserted castle past the borders of civilization, the companions encounter evil unlike any they’ve fought before.
A thrilling adventure of powerful magic, dangerous foes, and the triumph of free will.
The wizard Sienne hopes to make a name for herself as a scrapper—someone who scours the ruins of the Empty Lands for treasure and lost magical artifacts. But first she must find someone willing to take a chance on a desperate beginner.When Sienne finally catches a break, she becomes part of a ragtag group of adventurers—a desperate scrapper named Dianthe, her wizard-hating partner Alaric, the drunk priest Perrin, and a young fighter named Kalanath.But finding the treasure proves only the beginning. They must learn to work together as a team. Their very survival may depend on it.An epic adventure of daring quests, second chances, and the power of friendship.
“There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.”
My name is Kvothe. I have stolen princesses back from sleeping barrow kings. I burned down the town of Trebon. I have spent the night with Felurian and left with both my sanity and my life. I was expelled from the University at a younger age than most people are allowed in. I tread paths by moonlight that others fear to speak of during day. I have talked to Gods, loved women, and written songs that make the minstrels weep. You may have heard of me.
So begins the tale of a hero told from his own point of view — a story unequaled in fantasy literature. Now in The Wise Man's Fear, an escalating rivalry with a powerful member of the nobility forces Kvothe to leave the University and seek his fortune abroad. Adrift, penniless, and alone, he travels to Vintas, where he quickly becomes entangled in the politics of courtly society. While attempting to curry favor with a powerful noble, Kvothe uncovers an assassination attempt, comes into conflict with a rival arcanist, and leads a group of mercenaries into the wild, in an attempt to solve the mystery of who (or what) is waylaying travelers on the King's Road.
All the while, Kvothe searches for answers, attempting to uncover the truth about the mysterious Amyr, the Chandrian, and the death of his parents. Along the way, Kvothe is put on trial by the legendary Adem mercenaries, is forced to reclaim the honor of the Edema Ruh, and travels into the Fae realm. There he meets Felurian, the faerie woman no man can resist, and who no man has ever survived ... until Kvothe.
In The Wise Man's Fear, Kvothe takes his first steps on the path of the hero and learns how difficult life can be when a man becomes a legend in his own time.
Told in Kvothe's own voice, this is the tale of the magically gifted young man who grows to be the most notorious wizard his world has ever seen.
The intimate narrative of his childhood in a troupe of traveling players, his years spent as a near-feral orphan in a crime-ridden city, his daringly brazen yet successful bid to enter a legendary school of magic, and his life as a fugitive after the murder of a king form a gripping coming-of-age story unrivaled in recent literature.
A high-action story written with a poet's hand, The Name of the Wind is a masterpiece that will transport readers into the body and mind of a wizard.
Sacred Valley has been saved…at least, what’s left of it.
With his home finally secure, Lindon delves deep into the ancient labyrinth, seeking long-lost Soulsmithing knowledge and the secret to destroying the Dreadgods. Monarchs plot against him and against each other, unaware of the threats gathering in realms beyond.
Far above Lindon and the Monarchs and the Dreadgods, another war is waged. Suriel and the Abidan clash against the Mad King and his forces in a battle for the fate of many worlds.
In Gateway terminology, a "Code Yellow" signifies a missing person. King Troels plans to hide in Yggdrasil, the sacred Viking Tree, so the Recorder cannot summon him.
But forty-one years of suppressed fury is about to burst out of Niki McKnight after the Vikings' treatment of Rollo. Her lava-hot rage and desire for justice on behalf of all the women who filed petitions against the former King, sets our key characters off on a new path.
The resulting power struggles in Viking bring new faces and fresh problems into the Gateway but Dola and Finn have their own issues.
The stakes are heightened further during the inaugural meeting of Breanna's hilariously unconventional royal book club, while Aysha faces an unexpected predicament with Autumn.
In Code Yellow in Gretna Green, Niki discovers what happens when a furious Recorder is pushed too far and heads into Angry Town.
In the aftermath of the brutal murder of his father, a mysterious woman, Kahlan Amnell, appears in Richard Cypher's forest sanctuary seeking help . . . and more.
His world, his very beliefs, are shattered when ancient debts come due with thundering violence. In a dark age it takes courage to live, and more than mere courage to challenge those who hold dominion, Richard and Kahlan must take up that challenge or become the next victims. Beyond awaits a bewitching land where even the best of their hearts could betray them. Yet, Richard fears nothing so much as what secrets his sword might reveal about his own soul. Falling in love would destroy them—for reasons Richard can't imagine and Kahlan dare not say.
In their darkest hour, hunted relentlessly, tormented by treachery and loss, Kahlan calls upon Richard to reach beyond his sword—to invoke within himself something more noble. Neither knows that the rules of battle have just changed . . . or that their time has run out.
This is the beginning. One book. One Rule. Witness the birth of a legend.
Dominarian legends speak of a mighty conflict, obscured by the mists of history. Of a conflict between the brothers Urza and Mishra for supremacy on the continent of Terisiare. Of titantic engines that scarred and twisted the very planet. Of a final battle that sank continents and shook the skies.
The saga of the Brothers' War.
Linked to the Antiquities expansion of the Magic: The Gathering trading card game.
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