After her mother's mysterious death, Yeine Darr, an outcast from the barbarian north, is summoned to the floating city of Sky to claim a royal inheritance she never knew existed.
In the majestic city of Sky, to her shock, Yeine is named an heiress to the king. However, the throne of the Hundred Thousand Kingdoms is fiercely contested, and Yeine is thrust into a vicious power struggle with cousins she never knew she had. As she fights for her life, she is drawn ever closer to the secrets of her mother's death and her family's dark history.
With the fate of the world hanging in the balance, Yeine will learn the perilous consequences when love and hate—and gods and mortals—are bound inseparably together.
Sent to a boarding school in Ancelstierre as a young child, Sabriel has had little experience with the random power of Free Magic or the Dead who refuse to stay dead in the Old Kingdom. But during her final semester, her father, the Abhorsen, goes missing, and Sabriel knows she must enter the Old Kingdom to find him.
With Sabriel, the first installment in the Abhorsen series, Garth Nix exploded onto the fantasy scene as a rising star, in a novel that takes readers to a world where the line between the living and the dead isn't always clear—and sometimes disappears altogether.
The New York Times bestselling series that inspired the international hit video game: The Witcher.
For over a century, humans, dwarves, gnomes, and elves have lived together in relative peace. But times have changed, the uneasy peace is over, and now the races are fighting once again. The only good elf, it seems, is a dead elf.
Geralt of Rivia, the cunning assassin known as The Witcher, has been waiting for the birth of a prophesied child. This child has the power to change the world - for good, or for evil.
As the threat of war hangs over the land and the child is hunted for her extraordinary powers, it will become Geralt's responsibility to protect them all - and the Witcher never accepts defeat.
The Witcher returns in this sequel to The Last Wish, as the inhabitants of his world become embroiled in a state of total war.
A new queen has usurped the throne and is leading Cenaria into disaster. The country has become a broken realm with a threadbare army, little food, and no hope. Kylar Stern plans to reinstate his closest friend Logan as King, but can he really get away with murder?
In the north, the Godking's death has thrown Khalidor into civil war. To gain the upper hand, one faction attempts to raise the goddess Khali herself. But they are playing with volatile powers, and trigger conflict on a vast scale. Seven armies will converge to save - or destroy - an entire continent.
Kylar has finally learnt the bitter cost of immortality, and is faced with a task only he can complete. To save his friends, and perhaps his enemies, he must assassinate a goddess. Failure will doom the south. Success will cost him everything he's ever loved.
The Hero of Ages, Book Three of Mistborn, is the climactic conclusion to the epic fantasy saga written by Brandon Sanderson. To end the Final Empire and restore freedom, Vin killed the Lord Ruler. However, this act has brought back the Deepness—the lethal form of the ubiquitous mists—along with increasingly heavy ashfalls and ever more powerful earthquakes, threatening humanity's very existence.
Having narrowly escaped death by becoming a Mistborn himself, Emperor Elend Venture searches for clues left by the Lord Ruler that may save the world. Meanwhile, Vin is wracked with guilt for unwittingly releasing the mystic force known as Ruin from the Well. Ruin desires nothing less than the end of the world, and with its near omniscience and ability to warp reality, stopping it seems an impossible task. Vin must tread carefully, as even discussing plans with Elend could lead to Ruin learning their strategies.
Bringing together intense action, intricate plotting, and deep character development, The Hero of Ages is a testament to Sanderson's ability to weave together a narrative that both captivates and inspires.
For Durzo Blint, assassination is an art-and he is the city's most accomplished artist.
For Azoth, survival is precarious. Something you never take for granted. As a guild rat, he's grown up in the slums, and learned to judge people quickly - and to take risks. Risks like apprenticing himself to Durzo Blint.
But to be accepted, Azoth must turn his back on his old life and embrace a new identity and name. As Kylar Stern, he must learn to navigate the assassins' world of dangerous politics and strange magics - and cultivate a flair for death.
Finnikin of the Rock and his guardian, Sir Topher, have not been home to their beloved Lumatere for ten years. Not since the dark days when the royal family was murdered and the kingdom put under a terrible curse. But then Finnikin is summoned to meet Evanjalin, a young woman with an incredible claim: the heir to the throne of Lumatere, Prince Balthazar, is alive.
Evanjalin is determined to return home and she is the only one who can lead them to the heir. As they journey together, Finnikin is affected by her arrogance... and her hope. He begins to believe he will see his childhood friend, Prince Balthazar, again. And that their cursed people will be able to enter Lumatere and be reunited with those trapped inside. He even believes he will find his imprisoned father.
But Evanjalin is not what she seems. And the truth will test not only Finnikin's faith in her... but in himself.
The Name of the Wind, also known as The Kingkiller Chronicle: Day One, is a heroic fantasy novel by American author Patrick Rothfuss. It is the first book in the ongoing fantasy trilogy The Kingkiller Chronicle.
Told in the protagonist's own voice, this is the tale of the magically gifted young man who grows to be the most notorious wizard the world has ever seen. The intimate narrative of his childhood in a troupe of traveling players, his years as a near-feral orphan in a crime-ridden city, his daring 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 transports readers into the body and mind of a wizard, and how his search for meaning in his universe gave birth to a legend.
Geralt the Witcher -- revered and hated -- holds the line against the monsters plaguing humanity in this collection of adventures in the NYT bestselling series that inspired the blockbuster video games. Geralt is a Witcher, a man whose magic powers, enhanced by long training and a mysterious elixir, have made him a brilliant fighter and a merciless assassin. Yet he is no ordinary murderer: his targets are the multifarious monsters and vile fiends that ravage the land and attack the innocent. But not everything monstrous-looking is evil and not everything fair is good...and in every fairy tale there is a grain of truth. Andrzej Sapkowski, winner of the World Fantasy Lifetime Achievement award, started an international phenomenon with his Witcher series. The Last Wish short story collection is the perfect introduction to this one of a kind fantasy world. Witcher collectionsThe Last WishSword of Destiny Witcher novelsBlood of Elves The Time of Contempt Baptism of Fire The Tower of SwallowsLady of the LakeSeason of Storms The Malady and Other Stories: An Andrzej Sapkowski Sampler (e-only) Translated from original Polish by Danusia Stok
Dune Messiah continues the story of Paul Atreides, better known—and feared—as the man christened Muad’Dib. As Emperor of the Known Universe, he possesses more power than a single man was ever meant to wield. Worshipped as a religious icon by the fanatical Fremen, Paul faces the enmity of the political houses he displaced when he assumed the throne—and a conspiracy conducted within his own sphere of influence.
And even as House Atreides begins to crumble around him from the machinations of his enemies, the true threat to Paul comes to his lover, Chani, and the unborn heir to his family’s dynasty...
The impossible has been accomplished. The Lord Ruler—the man who claimed to be god incarnate and brutally ruled the world for a thousand years—has been vanquished. But Kelsier, the hero who masterminded that triumph, is dead too, and now the awesome task of building a new world has been left to his young protégé, Vin, the former street urchin who is now the most powerful Mistborn in the land, and to the idealistic young nobleman she loves.
As Kelsier's protégé and slayer of the Lord Ruler she is now venerated by a budding new religion, a distinction that makes her intensely uncomfortable. Even more worrying, the mists have begun behaving strangely since the Lord Ruler died, and seem to harbor a strange vaporous entity that haunts her.
Stopping assassins may keep Vin's Mistborn skills sharp, but it's the least of her problems. Luthadel, the largest city of the former empire, doesn't run itself, and Vin and the other members of Kelsier's crew, who lead the revolution, must learn a whole new set of practical and political skills to help. It certainly won't get easier with three armies—one of them composed of ferocious giants—now vying to conquer the city, and no sign of the Lord Ruler's hidden cache of atium, the rarest and most powerful allomantic metal.
As the siege of Luthadel tightens, an ancient legend seems to offer a glimmer of hope. But even if it really exists, no one knows where to find the Well of Ascension or what manner of power it bestows.
A Feast for Crows is the fourth book in the A Song of Ice and Fire series by George R.R. Martin, the foundation of the acclaimed HBO series Game of Thrones. As a kingdom torn asunder finds itself on the brink of peace, it is quickly launched on an even more terrifying course of destruction.
With the death of the monstrous King Joffrey, Cersei rules as regent in King's Landing. The demise of Robb Stark has broken the back of the Northern rebels, and his siblings are scattered like seeds on barren soil. The war has burned itself out, but the aftermath is just as dangerous. Outlaws, renegades, and carrion eaters gather, picking over the bones of the dead and fighting for the spoils.
In the Seven Kingdoms, new plots and alliances are formed, and surprising faces emerge from the twilight of past struggles to take up the challenges ahead. Nobles and commoners, soldiers and sorcerers, assassins and sages all stake their fortunes and their lives. For at a feast for crows, many are guests, but only a few are survivors.
What if the whole world were a dead, blasted wasteland? For a thousand years the ash fell and no flowers bloomed. For a thousand years the Skaa slaved in misery and lived in fear. For a thousand years the Lord Ruler, the "Sliver of Infinity," reigned with absolute power and ultimate terror, divinely invincible.
Then, when hope was so long lost that not even its memory remained, a terribly scarred, heart-broken half-Skaa rediscovered it in the depths of the Lord Ruler's most hellish prison. Kelsier "snapped" and found in himself the powers of a Mistborn. A brilliant thief and natural leader, he turned his talents to the ultimate caper, with the Lord Ruler himself as the mark.
Kelsier recruited the underworld's elite, the smartest and most trustworthy allomancers, each of whom shares one of his many powers, and all of whom relish a high-stakes challenge. Then Kelsier reveals his ultimate dream, not just the greatest heist in history, but the downfall of the divine despot.
But even with the best criminal crew ever assembled, Kel's plan looks more like the ultimate long shot, until luck brings a ragged girl named Vin into his life. Like him, she's a half-Skaa orphan, but she's lived a much harsher life. Vin has learned to expect betrayal from everyone she meets. She will have to learn trust if Kel is to help her master powers of which she never dreamed.
Brandon Sanderson, fantasy's newest master tale-spinner and author of the acclaimed debut Elantris, dares to turn a genre on its head by asking a simple question: What if the prophesied hero failed to defeat the Dark Lord? The answer will be found in the Mistborn Trilogy, a saga of surprises that begins with the book in your hands. Fantasy will never be the same again.
By scheming and theft, the Thief of Eddis has become King of Attolia. Eugenides wanted the queen, not the crown, but he finds himself trapped in a web of his own making.
Then he drags a naive young guard into the center of the political maelstrom. Poor Costis knows he is the victim of the king's caprice, but his contempt for Eugenides slowly turns to grudging respect. Though struggling against his fate, the newly crowned king is much more than he appears. Soon the corrupt Attolian court will learn that its subtle and dangerous intrigue is no match for Eugenides.
About to be executed for murder, Yelena is offered an extraordinary reprieve. She'll eat the best meals, have rooms in the palace—and risk assassination by anyone trying to kill the Commander of Ixia.
And so Yelena chooses to become a food taster. But the chief of security, leaving nothing to chance, deliberately feeds her Butterfly's Dust—and only by appearing for her daily antidote will she delay an agonizing death from the poison.
As Yelena tries to escape her new dilemma, disasters keep mounting. Rebels plot to seize Ixia and Yelena develops magical powers she can't control. Her life is threatened again and choices must be made. But this time the outcomes aren't so clear...
Tehanu, the fourth book in the renowned Earthsea series by Ursula K. Le Guin, continues the saga of the wizard Ged and the priestess Tenar. In their youth, they had faced peril together in the Tombs of Atuan. Now, Ged returns as a broken old man, stripped of his magical powers, while Tenar has embraced the simple pleasures of an ordinary life as a farmer's widow.
Together, they are drawn into aiding another in need—a child scarred physically and emotionally, whose destiny is yet to be revealed. Tehanu is a story of restoration and healing, weaving a tale where magic meets the mundane, and where the characters' personal journeys reflect larger themes of loss, redemption, and the rediscovery of self.
Book Three of Ursula K. Le Guin's Earthsea Cycle. Darkness threatens to overtake Earthsea: the world and its wizards are losing their magic. Despite being wearied with age, Ged Sparrowhawk -- Archmage, wizard, and dragonlord -- embarks on a daring, treacherous journey, accompanied by Enlad's young Prince Arren, to discover the reasons behind this devastating pattern of loss.
Together they will sail to the farthest reaches of their world -- even beyond the realm of death -- as they seek to restore magic to a land desperately thirsty for it.
In this beautifully crafted novel, Ursula K. Le Guin writes of the proud cruelty of power, of how hard it is to grow up, and of how much harder still it is to find, in the world's darkness, gifts of light. Scattered among poor, desolate farms, the clans of the Uplands possess wondrous gifts: the ability—with a glance, a gesture, a word—to summon animals, bring forth fire, move the land. Fearsome gifts: They can twist a limb, chain a mind, inflict a wasting illness. The Uplanders live in constant fear that one family might unleash its gift against another.
Two young people, friends since childhood, decide not to use their gifts. One, a girl, refuses to bring animals to their death in the hunt. The other, a boy, wears a blindfold lest his eyes and his anger kill. Ursula K. Le Guin has delivered a story that captivates and draws the reader in. Fans of dark fantasy, such as Philip Pullman's The Golden Compass, will relish this new work.
Gifts is an excellent read for teens of all interests. Fans of fantasy will be particularly drawn to it, but the world is grounded enough in earthly reality that it should appeal even to those who usually avoid the fantastical. Thought-provoking and suspenseful, with a dollop of action and romance, this novel is indeed a gift to its readers.
Lirael has never felt like a true daughter of the Clayr. Now, two years past the time when she should have received the Sight that is the Clayr's birthright, she feels alone, abandoned, unsure of who she is. Nevertheless, the fate of the Old Kingdom lies in her hands. With only her faithful companion, the Disreputable Dog, Lirael must undertake a desperate mission under the growing shadow of an ancient evil.
In this sequel to Sabriel, Garth Nix weaves a spellbinding tale of discovery, destiny, and danger.
Los días del fuego es el volumen que culmina La saga de los confines, iniciada con Los días del venado y continuada por Los días de la sombra. Esta obra narra la más grande y terrible guerra contra el Odio Eterno que jamás se haya librado. Las Tierras Fértiles preparan a sus mejores hijos para enfrentar esta batalla decisiva. Paralelamente, en las Tierras Antiguas, la resistencia se organiza para evitar los ataques de Misaianes, quien observa todo desde la impiadosa quietud de su monte.
Liliana Bodoc reafirma su destreza narrativa y el alcance de su universo fantástico a través de una novela llena de magia y misterio, que captura la imaginación del lector desde la primera página.
The sorcerer Alder fears sleep. He dreams of the land of death, of his wife who died young and longs to return to him so much that she kissed him across the low stone wall that separates our world from the Dry Land—where the grass is withered, the stars never move, and lovers pass without knowing each other. The dead are pulling Alder to them at night. Through him they may free themselves and invade Earthsea.
Alder seeks advice from Ged, once Archmage. Ged tells him to go to Tenar, Tehanu, and the young king at Havnor. They are joined by amber-eyed Irian, a fierce dragon able to assume the shape of a woman.
The threat can be confronted only in the Immanent Grove on Roke, the holiest place in the world and there the king, hero, sage, wizard, and dragon make a last stand.
Le Guin combines her magical fantasy with a profoundly human, earthly, humble touch.
Here is the third volume in George R.R. Martin's magnificent cycle of novels that includes A Game of Thrones and A Clash of Kings. As a whole, this series comprises a genuine masterpiece of modern fantasy, bringing together the best the genre has to offer. Magic, mystery, intrigue, romance, and adventure fill these pages and transport us to a world unlike any we have ever experienced. Already hailed as a classic, George R. R. Martin's stunning series is destined to stand as one of the great achievements of imaginative fiction.
A Storm of Swords: Of the five contenders for power, one is dead, another in disfavor, and still the wars rage as violently as ever, as alliances are made and broken. Joffrey, of House Lannister, sits on the Iron Throne, the uneasy ruler of the land of the Seven Kingdoms. His most bitter rival, Lord Stannis, stands defeated and disgraced, the victim of the jealous sorceress who holds him in her evil thrall. But young Robb, of House Stark, still rules the North from the fortress of Riverrun. Robb plots against his despised Lannister enemies, even as they hold his sister hostage at King's Landing, the seat of the Iron Throne.
Meanwhile, making her way across a blood-drenched continent is the exiled queen, Daenerys, mistress of the only three dragons still left in the world. But as opposing forces maneuver for the final titanic showdown, an army of barbaric wildlings arrives from the outermost line of civilization. In their vanguard is a horde of mythical Others--a supernatural army of the living dead whose animated corpses are unstoppable. As the future of the land hangs in the balance, no one will rest until the Seven Kingdoms have exploded in a veritable storm of swords.
Abhorsen is the third book in Garth Nix's internationally acclaimed Old Kingdom fantasy trilogy that began with Sabriel and Lirael. Beneath the earth, a malignant force lies waiting, greedy for freedom from its ancient prison. As the Old Kingdom falls once more into a realm of darkness and terror, the people look desperately to the Abhorsen, the scourge of the Dead, to save them. Yet Abhorsen Sabriel is lost, missing in Ancelstierre.
Only Lirael has any chance of stopping the Destroyer. With her companions Sameth, Mogget and the Disreputable Dog, she travels across the Old Kingdom in a race against time, battling Shadow Hands and dark necromancers to reach Ancelstierre before it is too late. But what hope can one young woman have against a terrible evil with the power to destroy life itself?
This eagerly awaited conclusion to Garth Nix's extraordinary Sabriel and Lirael is a complex and vividly imagined story, powerful, terrifying and compelling.
A mythmaker of the highest order, China Mi\u00e9ville has emblazoned the fantasy novel with fresh language, startling images, and stunning originality. Set in the same sprawling world of Mi\u00e9ville's Arthur C. Clarke Award-winning novel, Perdido Street Station, this latest epic introduces a whole new cast of intriguing characters and dazzling creations.
Aboard a vast seafaring vessel, a band of prisoners and slaves, their bodies remade into grotesque biological oddities, is being transported to the fledgling colony of New Crobuzon. But the journey is not theirs alone. They are joined by a handful of travelers, each with a reason for fleeing the city. Among them is Bellis Coldwine, a renowned linguist whose services as an interpreter grant her passage\u2014and escape from horrific punishment. For she is linked to Isaac Dan der Grimnebulin, the brilliant renegade scientist who has unwittingly unleashed a nightmare upon New Crobuzon.
For Bellis, the plan is clear: live among the new frontiersmen of the colony until it is safe to return home. But when the ship is besieged by pirates on the Swollen Ocean, the senior officers are summarily executed. The surviving passengers are brought to Armada, a city constructed from the hulls of pirated ships, a floating, landless mass ruled by the bizarre duality called the Lovers. On Armada, everyone is given work, and even Remades live as equals to humans, Cactae, and Cray. Yet no one may ever leave.
Lonely and embittered in her captivity, Bellis knows that to show dissent is a death sentence. Instead, she must furtively seek information about Armada's agenda. The answer lies in the dark, amorphous shapes that float undetected miles below the waters\u2014terrifying entities with a singular, chilling mission.
China Mi\u00e9ville is a writer for a new era\u2014and The Scar is a luminous, brilliantly imagined novel that is nothing short of spectacular.
A Clash of Kings transports us to a world of revelry and revenge, wizardry and warfare unlike any we have ever experienced. A comet the color of blood and flame cuts across the sky. Two great leaders—Lord Eddard Stark and Robert Baratheon—who held sway over an age of enforced peace, are dead, victims of royal treachery.
From the ancient citadel of Dragonstone to the forbidding shores of Winterfell, chaos reigns as six factions struggle for control of a divided land. Amidst a backdrop of incest, fratricide, alchemy, and murder, the price of glory is measured in blood.
As the series continues, George R.R. Martin has created a work of unsurpassed vision, power, and imagination. A Clash of Kings is a tale of lords and ladies, soldiers and sorcerers, assassins and evildoers who come together in a time of grim omens.
Here a knight of the mind prepares a poison for a treacherous sorceress, and wild men descend from the Mountains of the Moon to ravage the countryside. At the center of the conflict, the Iron Throne of the Seven Kingdoms, as coveted as it is cursed, stands as a symbol of the conflict's harsh reality: when kings clash, the whole land trembles.
Tales from Earthsea delves deeper into the enchanting world of Earthsea, presenting readers with five captivating tales. These stories unfold during times both preceding and succeeding the era chronicled in the original novels. Accompanying these tales is an insightful essay that invites readers to explore the rich tapestry of Earthsea—its people, languages, history, and the very essence of its magic.
The collection includes:
Readers are also treated to new maps and a special essay that delves into Earthsea's history, languages, literature, and magic, offering a comprehensive guide to this beloved fantasy realm.
El hijo de la muerte fue derrotado. Pero luego de una respiración, que tardó cinco años del sol en entrar y salir del pecho, prepara una nueva invasión, redoblada en fuerza y en crueldad. Para lograr su propósito enviará a su propia madre al frente de las naves y se valdrá de las alianzas que consiguió en las Tierras Fértiles.
Esta vez no bastará con la pelea heroica en el campo de batalla. Será necesario hacerse al mar, será necesario atravesar la puerta que lleva que lleva al Tiempo Mágico. Mientras la resistencia se prepara, la Muerte recorre los caminos del continente. A veces de la mano de una niña.
Originally published from 1954 through 1956, J.R.R. Tolkien's richly complex series ushered in a new age of epic adventure storytelling. A philologist and illustrator who took inspiration from his work, Tolkien invented the modern heroic quest novel from the ground up, creating not just a world, but a domain, not just a lexicon, but a language, that would spawn countless imitators and lead to the inception of the epic fantasy genre.
During his travels across Middle-earth, the hobbit Bilbo Baggins had found the Ring. But the simple band of gold was far from ordinary; it was in fact the One Ring - the greatest of the ancient Rings of Power. Sauron, the Dark Lord, had infused it with his own evil magic, and when it was lost, he was forced to flee into hiding.
But now Sauron's exile has ended and his power is spreading anew, fueled by the knowledge that his treasure has been found. He has gathered all the Great Rings to him, and will stop at nothing to reclaim the One that will complete his dominion. The only way to stop him is to cast the Ruling Ring deep into the Fire-Mountain at the heart of the land of Mordor--Sauron's dark realm.
Fate has placed the burden in the hands of Frodo Baggins, Bilbo's heir...and he is resolved to bear it to its end. Or his own.
Revenge - When Eugenides, the Thief of Eddis, stole Hamiathes's Gift, the Queen of Attolia lost more than a mythical relic. She lost face. Everyone knew that Eugenides had outwitted and escaped her. To restore her reputation and reassert her power, the Queen of Attolia will go to any length and accept any help that is offered... she will risk her country to execute the perfect revenge.
...but - Eugenides can steal anything. And he taunts the Queen of Attolia, moving through her strongholds seemingly at will. So Attolia waits, secure in the knowledge that the Thief will slip, that he will haunt her palace one too many times.
...at what price? - When Eugenides finds his small mountain country at war with Attolia, he must steal a man, he must steal a queen, he must steal peace. But his greatest triumph - and his greatest loss - comes in capturing something that the Queen of Attolia thought she had sacrificed long ago.
When young Tenar is chosen as high priestess to the ancient and nameless Powers of the Earth, everything is taken away - home, family, possessions, even her name. For she is now Arha, the Eaten One, guardian of the ominous Tombs of Atuan. While she is learning her way through the dark labyrinth, a young wizard, Ged, comes to steal the Tombs' greatest hidden treasure, the Ring of Erreth-Akbe.
But Ged also brings with him the light of magic, and together, he and Tenar escape from the darkness that has become her domain. Ursula K. Le Guin's Earthsea Cycle has earned a treasured place on the shelves of fantasy lovers everywhere, alongside the works of such beloved authors as J.R.R. Tolkien and C.S. Lewis.
Born to the shape-shifting dragon king of Ippa, twin brothers Karadur and Tenjiro share an ancestry, but not a bloodline. Only Karadur carries dragon blood, destined to one day become a dragon and rule the kingdom. In an act of jealous betrayal, Tenjiro steals the talisman that would allow Karadur to take his true dragon form and flees to a distant, icy realm.
Now, years later, Tenjiro has reappeared as the evil sorcerer Ankoku. His frozen stronghold threatens to destroy Dragon Keep, and Karadur must lead his shape-shifting warriors on a journey to defeat his brother and reclaim his destiny. With Dragon's Winter, World Fantasy Award-winning author Elizabeth A. Lynn returns with the kind of richly drawn characters and intricate worlds her fans, both old and new, will love.
Una invasión sin nombre avanza sobre las Tierras Fértiles. Jamás una catástrofe llega sin anunciarse, pero ¿quiénes serán aquellos capaces de percibir las innumerables pero intangibles señales que la preceden? ¿Y qué harán con ese conocimiento? Lo podrían transformar en amor o en poder. Los hombres de guerra y de conocimiento, los artistas y los Brujos deberán enfrentarla o aceptar el exterminio de su tiempo.
Será la guerra entre el Bien y el Mal y en medio de ambos, estarán las traiciones, los celos, las valentías, la plena lealtad de un amigo, la inocencia de una niña. Una guerra frente a la que ningún ser vivo podrá permanecer indiferente, ni los hombres en la tierra, ni los pájaros en el cielo, ni los árboles que unen ambos mundos.
Con LA SAGA DE LOS CONFINES Liliana Bodoc irrumpió en el panorama literario cosechando una enorme cantidad de lectores apasionados y el favor de la crítica
The king’s scholar, the magus, believes he knows the site of an ancient treasure. To attain it for his king, he needs a skillful thief, and he selects Gen from the king’s prison. The magus is interested only in the thief’s abilities. What Gen is interested in is anyone’s guess. Their journey toward the treasure is both dangerous and difficult, lightened only imperceptibly by the tales they tell of the old gods and goddesses.
Megan Whalen Turner weaves Gen’s stories and Gen’s story together with style and verve in a novel that is filled with intrigue, adventure, and surprise.
Long ago, in a time forgotten, a preternatural event threw the seasons out of balance. In a land where summers can last decades and winters a lifetime, trouble is brewing. The cold is returning, and in the frozen wastes to the north of Winterfell, sinister forces are massing beyond the kingdom's protective Wall. To the south, the king's powers are failing—his most trusted adviser dead under mysterious circumstances and his enemies emerging from the shadows of the throne.
At the center of the conflict lie the Starks of Winterfell, a family as harsh and unyielding as the frozen land they were born to. Now Lord Eddard Stark is reluctantly summoned to serve as the king's new Hand, an appointment that threatens to sunder not only his family but the kingdom itself. Sweeping from a harsh land of cold to a summertime kingdom of epicurean plenty, A Game of Thrones tells a tale of lords and ladies, soldiers and sorcerers, assassins and bastards, who come together in a time of grim omens.
Here an enigmatic band of warriors bear swords of no human metal; a tribe of fierce wildlings carry men off into madness; a cruel young dragon prince barters his sister to win back his throne; a child is lost in the twilight between life and death; and a determined woman undertakes a treacherous journey to protect all she holds dear. Amid plots and counter-plots, tragedy and betrayal, victory and terror, allies and enemies, the fate of the Starks hangs perilously in the balance, as each side endeavors to win that deadliest of conflicts: the game of thrones.
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance.
What was, what will be, and what is, may yet fall under the Shadow. Into the forbidden city of Rhuidean, where Rand al'Thor, now the Dragon Reborn, must conceal his present endeavor from all about him, even Egwene and Moiraine. Into the Amyrlin's study in the White Tower, where the Amyrlin, Elaida do Avriny a'Roihan, is weaving new plans. Into the luxurious hidden chamber where the Forsaken Rahvin is meeting with three of his fellows to ensure their ultimate victory over the Dragon. Into the Queen's court in Caemlyn, where Morgase is curiously in thrall to the handsome Lord Gaebril.
For once the dragon walks the land, the fires of heaven fall where they will, until all men's lives are ablaze. And in Shayol Ghul, the Dark One stirs...
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again.
In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow. The seals of Shayol Ghul are weak now, and the Dark One reaches out. The Shadow is rising to cover humankind. In Tar Valon, Min sees portents of hideous doom. Will the White Tower itself be broken?
In the Two Rivers, the Whitecloaks ride in pursuit of a man with golden eyes, and in pursuit of the Dragon Reborn. In Cantorin, among the Sea Folk, High Lady Suroth plans the return of the Seanchan armies to the mainland. In the Stone of Tear, the Lord Dragon considers his next move. It will be something no one expects, not the Black Ajah, not Tairen nobles, not Aes Sedai, not Egwene or Elayne or Nynaeve. Against the Shadow rising stands the Dragon Reborn...
The Dragon Reborn—the leader long prophesied who will save the world, but in the saving destroy it; the savior who will run mad and kill all those dearest to him—is on the run from his destiny.
Able to touch the One Power, but unable to control it, and with no one to teach him how—for no man has done it in three thousand years—Rand al'Thor knows only that he must face the Dark One. But how?
Winter has stopped the war—almost—yet men are dying, calling out for the Dragon. But where is he?
Perrin Aybara is in pursuit with Moiraine Sedai, her Warder Lan, and Loial the Ogier. Bedeviled by dreams, Perrin is grappling with another deadly problem—how is he to escape the loss of his own humanity?
Egwene, Elayne and Nynaeve are approaching Tar Valon, where Mat will be healed—if he lives until they arrive. But who will tell the Amyrlin their news—that the Black Ajah, long thought only a hideous rumor, is all too real? They cannot know that in Tar Valon far worse awaits...
Ahead, for all of them, in the Heart of the Stone, lies the next great test of the Dragon reborn....
The Wheel of Time turns and Ages come and pass. What was, what will be, and what is, may yet fall under the Shadow.
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet fall under the Shadow.
For centuries, gleemen have told the tales of The Great Hunt of the Horn. Now the Horn itself is found: the Horn of Valere long thought only legend, the Horn which will raise the dead heroes of the ages. And it is stolen.
In pursuit of the thieves, Rand al'Thor is determined to keep the Horn out of the grasp of The Dark One. But he has also learned that he is The Dragon Reborn—the Champion of Light destined to stand against the Shadow time and again. It is a duty and a destiny that requires Rand to uncover and master extraordinary capabilities he never imagined he possessed.
The Eye of the World is the first novel in Robert Jordan's The Wheel of Time series, which has captivated millions of readers around the globe with its scope, originality, and compelling characters. The tale begins in the Third Age, an Age of Prophecy, where the World and Time themselves hang in the balance.
As the Wheel of Time turns, Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth returns again. But one truth yet remains, and what mortal men forget, the Aes Sedai do not...
Moiraine Damodred arrives in Emond's Field on a quest to find the one prophesized to stand against The Dark One, a malicious entity sowing the seeds of chaos and destruction. When a vicious band of half-men, half beasts invade the village seeking their master's enemy, Moiraine persuades Rand al'Thor and his friends to leave their home and enter a larger world filled with dangers waiting in the shadows and in the light.
What was, what will be, and what is, may yet fall under the Shadow, setting the stage for an epic battle between good and evil.
The Hobbit is a tale of high adventure, undertaken by a company of dwarves in search of dragon-guarded gold. Bilbo Baggins, a comfort-loving unambitious hobbit, surprises even himself by his resourcefulness and skill as a burglar.
Encounters with trolls, goblins, dwarves, elves, and giant spiders, conversations with the dragon, Smaug, and a rather unwilling presence at the Battle of Five Armies are just some of the adventures that befall Bilbo.
Bilbo Baggins has taken his place among the ranks of the immortals of children’s fiction. Written by Professor Tolkien for his own children, The Hobbit met with instant critical acclaim when it was first published.
Living in peaceful Shady Vale, Shea Ohmsford knew little of the troubles that plagued the rest of the world. Then the giant, forbidding Allanon revealed that the supposedly dead Warlock Lord was plotting to destroy the world. The sole weapon against this Power of Darkness was the Sword of Shannara, which could only be used by a true heir of Shannara--Shea being the last of the bloodline, upon whom all hope rested. Soon a Skull Bearer, dread minion of Evil, flew into the Vale, seeking to destroy Shea. To save the Vale, Shea fled, drawing the Skull Bearer after him....
Begin your journey into Middle-earth with The Fellowship of the Ring, the first part of J.R.R. Tolkien's epic adventure, The Lord of the Rings. Sauron, the Dark Lord, has gathered to him all the Rings of Power—the means by which he intends to rule Middle-earth. All he lacks in his plans for dominion is the One Ring—the ring that rules them all—which has fallen into the hands of the hobbit, Bilbo Baggins.
In a sleepy village in the Shire, young Frodo Baggins finds himself faced with an immense task, as his elderly cousin Bilbo entrusts the Ring to his care. Frodo must leave his home and make a perilous journey across Middle-earth to the Cracks of Doom, there to destroy the Ring and foil the Dark Lord in his evil purpose.