In a faraway land where members of the royal family are named for the virtues they embody, one young boy will become a walking enigma.
Born on the wrong side of the sheets, Fitz, son of Chivalry Farseer, is a royal bastard, cast out into the world, friendless and lonely. Only his magical link with animals – the old art known as the Wit – gives him solace and companionship. But the Wit, if used too often, is a perilous magic, and one abhorred by the nobility.
So when Fitz is finally adopted into the royal household, he must give up his old ways and embrace a new life of weaponry, scribing, courtly manners; and how to kill a man secretly, as he trains to become a royal assassin.
In Oathbringer, the third volume of the New York Times bestselling Stormlight Archive, humanity faces a new Desolation with the return of the Voidbringers, a foe with numbers as great as their thirst for vengeance.
Dalinar Kholin's Alethi armies won a fleeting victory at a terrible cost: The enemy Parshendi summoned the violent Everstorm, which now sweeps the world with destruction, and in its passing awakens the once peaceful and subservient parshmen to the horror of their millennia-long enslavement by humans. While on a desperate flight to warn his family of the threat, Kaladin Stormblessed must come to grips with the fact that the newly kindled anger of the parshmen may be wholly justified.
Nestled in the mountains high above the storms, in the tower city of Urithiru, Shallan Davar investigates the wonders of the ancient stronghold of the Knights Radiant and unearths dark secrets lurking in its depths. And Dalinar realizes that his holy mission to unite his homeland of Alethkar was too narrow in scope. Unless all the nations of Roshar can put aside Dalinar's blood-soaked past and stand together--and unless Dalinar himself can confront that past--even the restoration of the Knights Radiant will not prevent the end of civilization.
"Description contains spoilers for previous book in the series"
Who is the Hero of Ages?
To end the Final Empire and restore freedom, Vin killed the Lord Ruler. But as a result, the Deepness—the lethal form of the ubiquitous mists—is back, along with increasingly heavy ashfalls and ever more powerful earthquakes. Humanity appears to be doomed.
Having escaped death at the climax of The Well of Ascension only by becoming a Mistborn himself, Emperor Elend Venture hopes to find clues left behind by the Lord Ruler that will allow him to save the world. Vin is consumed with guilt at having been tricked into releasing the mystic force known as Ruin from the Well. Ruin wants to end the world, and its near omniscience and ability to warp reality make stopping it seem impossible. Vin can't even discuss it with Elend lest Ruin learn their plans!
It has been twenty years since the end of the war. The dictatorial Augurs—once thought of almost as gods—were overthrown and wiped out during the conflict, their much-feared powers mysteriously failing them. Those who had ruled under them, men and women with a lesser ability known as the Gift, avoided the Augurs' fate only by submitting themselves to the rebellion's Four Tenets. A representation of these laws is now written into the flesh of any who use the Gift, forcing those so marked into absolute obedience.
As a student of the Gifted, Davian suffers the consequences of a war fought—and lost—before he was born. Despised by most beyond the school walls, he and those around him are all but prisoners as they attempt to learn control of the Gift. Worse, as Davian struggles with his lessons, he knows that there is further to fall if he cannot pass his final tests.
But when Davian discovers he has the ability to wield the forbidden power of the Augurs, he sets into motion a chain of events that will change everything. To the north, an ancient enemy long thought defeated begins to stir. And to the west, a young man whose fate is intertwined with Davian’s wakes up in the forest, covered in blood and with no memory of who he is…
It would appear that, after two years of relative slacking, the Hero of Chaos is once again facing an ever-growing workload. Boxxy had been quite fortunate to obtain an exceptionally potent pawn with very little effort, but that was still effort it did not intend to expend. Sensing it might get dragged into things it really doesn't want to bother with, the creature makes haste to depart Velos and its orcs so that it may continue its private preparations for the upcoming Dragon Festival. Of course, it's never that easy. First, it has to make good on a deal it made to babysit not one, not two, but three spoiled brats. Normally it would just refuse, or at the very least just lock them up in a dungeon somewhere. Unfortunately, neither of those are attractive options when this job involves the deceitful shapeshifter's natural enemy - the Holy Inquisition of the Goddess of Truth and Justice, headed by Teresa's latest chosen Hero, Sigmund Law.
Boxxy really doesn't want to deal with any of that. It's got treasure to plunder, Levels to grind, and a bottomless pit of a belly to fill, to name a few things on its agenda. Aside from having better things to do, the very idea of this bothersome chore runs contrary to its monstrous instincts, not to mention it's absolutely nonsensical. What sort of weirdo thinks a wolf in sheep's clothing is the best candidate to look after three little pigs? The God of Uncertainty, that's who. It's a rare order from the big kettle himself, and Boxxy must comply or find itself stripped of the divine gifts that are vital to maintaining its public image. Between suffering through this inane task for the time being or watching its nation-spanning web of lies unravel, the choice is obvious. So, for better or worse, the industrious box gets busy figuring out how to squeeze 'babysitting' into its schedule.
Only to have those plans instantly shatter when it returns home to find the place in ruins.
A New World. A Thousand Threats. Welcome to The Continent.
Felix's life on Earth had become a series of dead-end jobs, ruined relationships, and rotating apartments smaller than most postage stamps. By all accounts, even his own, he was a coward. Too afraid to move forward, to take risks. Yet when given the chance to choose between risking his life or walking away from a deadly encounter, he didn't hesitate.
Moments before his untimely demise, Felix was snatched from earth and thrust into a magical world known only as ‘The Continent’. Empowered by the ‘System’, he learns that he can strengthen himself through combat and dedication. To survive he'll have to push himself beyond his limits, or else fall to the monsters all around him.
Levels, stats, and magic. Death is the start of a terrible fate, but if he lives…no one knows what he will become.
Every year, the empire administers the rite of passage into adulthood. That rite serves to identify those blessed by Aether to become magi. The new magi are shipped to the academy to learn the arts of magic. The academy is a dangerous place; the tournaments held twice each year can cripple or kill the students, and the clans of the empire will go to great lengths to recruit the students they want.
Gregory had one dream: to become a magi like the legends of old. Though he was ridiculed by the residents of the village and his unsupportive father, he never wavered from his dream. Would his age day bring the fruition of his dreams, or would reality come crashing down on him?
The Omehi people have been fighting an unwinnable fight for almost two hundred years. Their society has been built around war and only war. The lucky ones are born gifted. One in every two thousand women has the power to call down dragons. One in every hundred men is able to magically transform himself into a bigger, stronger, faster killing machine.
Everyone else is fodder, destined to fight and die in the endless war. Young, gift-less Tau knows all this, but he has a plan of escape. He's going to get himself injured, get out early, and settle down to marriage, children, and land. Only, he doesn't get the chance. Those closest to him are brutally murdered, and his grief swiftly turns to anger. Fixated on revenge, Tau dedicates himself to an unthinkable path. He'll become the greatest swordsman to ever live, a man willing to die a hundred thousand times for the chance to kill the three who betrayed him.
An Arch Magus dies, only to find himself in the body of a young man in a medieval Kingdom. He finds out that he is the second son of a Duke, exiled to a desolated town by his own family. Shackled by the notorious reputation of his new shell, he tries his best to develop his domain, implementing new policies and innovations, leading his subjects to prosperity. In this world where magic is undeveloped, he shall once again pave a new path.
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