Taking one of the main heroes from his Icewind Dale Trilogy, R.A. Salvatore begins a second cycle about the legendary Drow weapons master Drizzt Do'Urden. Starting with the stormy evening of his birth and progressing through his early training with Zaknafein and his later indoctrination at Melee Magthere, "Homeland" gives the reader the full experience of life among the hateful Drow. We see Drizzt begin to come of age in a world without love or honor, where the only goal is to seek the favor of a vicious deity and advance ones own status through the blood of your kinsmen.
In "Exile", the second installation of the Dark Elf Trilogy, R.A. Salvatore picks up with Drizzt Do'Urden after he flees his ancestral homeland of Menzobberanzan. Alone in the savage Underdark, Drizzt faces monsters, and even more the weight of a crushing loneliness, with his only companionship coming from the summoned panther Guenhwyvar. In his wanderings he finally seeks out the company of the Svirfneblin, a race of subterranean gnomes and the blood enemies of the Drow. There, an old kindness is repaid in full, and he experiences life in a society completely alien to that from which he escaped....but the wrath of the drow and his cursed fate pursues him, and he must leave his new friends, lest he bring ruin to them as well.
Drizzt has now made one of the most critical decisions of his life, to leave his entire world behind and seek out a new life upon the surface. Here he must deal with the fear, hatred, and prejudice invoked by his heritage, as well as continue to face his own personal demons. Violence and killing especially haunt him, and he must come to terms with their necessity in his life. Underneath the sun he must learn to accept himself before he can possibly be accepted by others, and through his learning and struggles he makes new friends, heals old wounds, and undertakes the training to become a Ranger.
The Crystal Shard|
Akar Kessel, a weak-willed apprentice mage sets in motion events leading to the rediscovery of the magical device, the crystal shard. But is it merely an inanimate device... or is it capable of directing the defeat of Ten-Towns?
Or have the barbarians already arranged for that themselves? Their brutal attack on the villages of Ten-Towns seals their fate, and that of the young barbarian Wulfgar. Left for dead, Wulfgar is rescued by the dwarf, Bruenor, in exchange for five years of service... and friendship. With the help of the dark elf, Drizzt, Bruenor reshapes Wulfgar into a warrior with both brawn and brains.
But is Wulfgar strong enough to reunite the barbarian tribes? Can an unorthodox dwarf and renagade dark elf persuade the people of Ten-Towns to put aside their petty differences in time to stave off the forces of the crystal shard?
Streams of Silver|
"Yer eyes'll shine when ye see the rivers runnin' silver in Mithril Hall!"
Bruenor the dwarf, Wulfgar the barbarian, Regis the halfling and Drizzt the dark elf fight monsters and magic on their way to Mithrill Hall, centuries-old birthplace of Bruenor and his dwarven ancestors.
Faced with racism, Drizzt contemplates returning to the lightless underworld city and murderous lifestyle he abandoned. Wulfgar begins to overcome his tribe's aversion for magic. And Regis runs from a deadly assassin, who, allied with evil wizards, is bent on the companions' destruction. All of Bruenor's dreams, and the survival of his party, hinge upon the actions of one brave young woman.
The Halfling's Gem|
Assassin Artemis Entreri whisks his kidnapped victim, Regis the halfling, south to Calimport and into Pasha Pook's vengeful hands. If Pook can control the magical panther Guenhwyvar, Regis will die in a real game of cat and mouse.
Using an enchanted mask, dark elf Drizzt Do'Urden hides his heritage and races with the barbarian Wulfgar to save their light-fingered friend. An unexpected ally arrives just as Entreri springs a trap. But can Regis survive unscathed?
The companions from Icewind Dale battle pirates on the famed Sword Coast, brave the deserts of Calimsham, and fight monsters from other planes to rescue their friend... and themselves.
Life is good for Drizzt Do'Urden, better than it ever has been for the beleaguered dark elf. His dearest friend, the dwarf Bruenor, has reclaimed his throne, and his adventuring companions, Wulfgar and Catti-brie, are to be wed in the spring. Even the halfling Regis has returned. All the friends are united in the safety and prosperity of Mithril Hall, where streams of silver mithril run deep and dwarven hammers bang out the solemn rhythms of ancient and unending songs.
But Drizzt did not achieve this state of peace without leaving powerful enemies in his wake. Lloth, the dreaded Spider Queen deity of the evil dark elves, counts herself among them and has vowed to end the drow's days of pleasant security.
I can find no answers in Mithrill Hall... The apparent serenity of Drizzt Do'Urden, the brooding quiet, will show me nothing of the future designs of the drow. Yet, for the sake of my friends, I must know those dark intentions. And so I fear that there remains only one place for me to look...
The Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, must go back to find his friends in the gnome city of Blingdenstone, and on to Menzoberranzan, the city of drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall.
He finds allies where he least expects them and enemies he thought long gone. His scimitars slash at monsters too evil to reside under the sunlight of the surface world, while his inner strength wrestles with the tumult of emotions assaulting the noble drow when he looks once more on his dreaded homeland. All the while Drizzt must fend off the weight of guilt he carries for a dear friend lost to him forever.
Siege of Darkness|
"Let the damned drow come!"
All about me I saw excitement, in the dwarves, in Catti-brie, even in Regis, the halfling known more for preparing for lunch and nap than for war. I felt it, too. That tingling anticipation, that camaraderie that had me and all the others patting each other on the back, offering praises for the simplest of additions to the common defense, and raising our voices together in cheer whenever good news was announced. What was it? It was more than shared fear, more than giving thanks for what we had while realizing that it might soon be stolen away. I didn't understand it then, in that time of frenzy, in that euphoria of frantic preparations. Now, looking back, it is an easy thing to recognize.
It was hope.
Passage to Dawn|
Six years. Not so long in the lifespan of a drow. And yet - in counting the months, the weeks, the days, the hours - it seemed to me as if I had been away from Mithril Hall a hundred times that number. The place was another lifetime, another way of life, a mere stepping stone to...
To what? To where?
I ride the waves along the Sword Coast now, the wind and spray in my face. My ceiling is the rush of clouds and the canopy of stars; my floor, the creaking boards of a swift, well-weathered ship. Beyond that lies the azure blanket, flat and still, heaving and rolling, hissing in the rain and exploding under the fall of a breaching whale.
Is this, then, my home?
The Silent Blade|
Wulfgar returns from the Abyss to find there are demons a hammer cannot crush.
Entreri has used his dagger to carve an empire in the back streets of Calimport, as he seeks the head of his oldest foe.
Drizzt learns that not all wounds bleed. And not all blades kill.
Spine of the World|
The Road to Redemption.
Even the brutal streets of a treacherous city can't hide a tortured soul forever.
The barbarian Wulfgar sets upon a dangerous path toward redemption when an old friend finds him in the city of Luskan. Wulfgar's journey twists up the windswept peaks of the Spine of the World. He will persevere, for at the end lies his most priced possession - the life he thought he'd lost forever.
Servant of the Shard|
With each kill, I grow wister, and with added wisdom, I grow stronger.
Powerful assassin Artemis Entreri tightens his grip on the streets of Calimport, driven by the power of his hidden drow supporters. But his sponsor Jarlaxle grows ever more ambitious, and Entreri struggles to remain cautious and in control. Soon, the power of the malevolent Crystal Shard grows greater than them both, threatening to draw them into a vast web of treachery from which there will be no escape.
Sea of Swords|
It is good to be home.
It is good to hear the wind of Icewind Dale, to feel its nvigorating bite, like some reminder that I am alive.
Drizzt Do'Urden and his companions take to the road and sea in search for their missing friend Wulfgar. Their only clue in this life-and-death hunt is the mark of the barbarian's lost warhammer Aegis-fang, found branded on the back of a vicious outlaw. As they travel along the reaches of the Sword Coast, the companions grapple with the puzzle Wulfgar's life has become, and they slowly uncover the terrible pain that lies at its center.
The Thousand Orcs|
Barbaric hordes of blood-hungry humanoids sweep across the Spine of the World, and thousands of humans and dwarves lie in their path.
The Spine of the World has many defenders, not the least of whom are Drizzt Do'Urden and his powerful friends. But the Companions have grown dependent on one other. When they're seperated by enemies, time, and death, can even a warrior as cunning and mighty as Drizzt stand alone against an army?
One of the greatest characters of the fantasy genre returns to the front lines and is drawn beyond, deep into enemy territory. He'll need every once of skill and courage he possesses just to stay alive.
The Lone Drow|
Alone on the battlefield.
Surrounded by death.
Cornered by enemies.
And ready to die.
Drizzt Do'Urden has become an orc's worst nightmare: a lone drow with nothing to lose and nowhere to run. As the North spirals into chaos and war, one dark elf has decided to take it personally, and it will take an army to stop him.
The hunter's blades have been drawn, and Drizzt will never be the same.
The Two Swords|
Drow stalk the shadows. Trolls infest the marshes. Orcs rule the mountains. And time is running out.
Mithral Hall is under siege, Nesmé is overrun, and even powerful Silverymoon braces for war. Through it all, Drizzt has fought alone, but as the conflict draws to a bloody conclusion, the Hunter will have to find allies both new and old--or die along with the rest of the civilized North.
The conclusion of the New York Times best-selling trilogy decides the fate of Drizzt Do'Urden.