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Volume II (Extinction, Annihilation, Resurrection) (10th anniversary ed) PDF

826 Pages·2016·3.52 MB·English
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Preview Volume II (Extinction, Annihilation, Resurrection) (10th anniversary ed)

R. A. Salvatore's War of the Spider Queen Volume II Table of Contents Introduction Author's Note Extinction Prologue Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Chapter 26 Chapter 27 Chapter 28 Chapter 29 Chapter 30 Chapter 31 Chapter 32 Chapter 33 Chapter 34 Chapter 35 Chapter 36 Annihilation Prologue Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Chapter 26 Chapter 27 Resurrection Prologue Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Other Works Introduction Welcome to Faerûn, a land of magic and intrigue, brutal violence and divine compassion, where gods have ascended and died, and mighty heroes have risen to fight terrifying monsters. Here, millennia of warfare and conquest have shaped dozens of unique cultures, raised and leveled shining kingdoms and tyrannical empires alike, and left long forgotten, horror-infested ruins in their wake. A LAND OF MAGIC When the goddess of magic was murdered, a magical plague of blue fire— the Spellplague—swept across the face of Faerûn, killing some, mutilating many, and imbuing a rare few with amazing supernatural abilities. The Spellplague forever changed the nature of magic itself, and seeded the land with hidden wonders and bloodcurdling monstrosities. A LAND OF DARKNESS The threats Faerûn faces are legion. Armies of undead mass in Thay under the brilliant but mad lich king Szass Tam. Treacherous dark elves plot in the Underdark in the service of their cruel and fickle goddess, Lolth. The Abolethic Sovereignty, a terrifying hive of inhuman slave masters, floats above the Sea of Fallen Stars, spreading chaos and destruction. And the Empire of Netheril, armed with magic of unimaginable power, prowls Faerûn in flying fortresses, sowing discord to their own incalculable ends. A LAND OF HEROES But Faerûn is not without hope. Heroes have emerged to fight the growing tide of darkness. Battle-scarred rangers bring their notched blades to bear against marauding hordes of orcs. Lowly street rats match wits with demons for the fate of cities. Inscrutable tiefling warlocks unite with fierce elf warriors to rain fire and steel upon monstrous enemies. And valiant servants of merciful gods forever struggle against the darkness. A Land of Untold Adventure Has it really been ten years? Sometimes it feels as though I’m still working on this Forgotten Realms mega-event, other times it seems centuries have gone by. It started with an off-hand conversation between myself and my boss’s boss at the time, Mary Kirchoff. She was joking about how our distributor at the time had told her that what we needed were “more R.A. Salvatores.” You know, authors who sell as many books as Bob Salvatore does, as though any of us could just snap our fingers and have that author materialize out of thin air. If that were possible, every week there’d be a 300-way tie for #1 on The New York Times best-seller list. But it did start us thinking. Around that time there was a series of military thrillers running up and down the best-sellers lists called Tom Clancy’s Op Center—books written by various authors under the Tom Clancy brand name. Either Mary or I (let’s say it was me because it turned out to be such a great idea) suggested we do something similar, attaching some of our newer authors to “the R.A. Salvatore brand” in the hope of getting a little extra attention for everybody. We started calling it R.A. Salvatore Presents. That’s the business decision behind it, but no way would Bob Salvatore lend his name and time to any series unless there was a story worth telling. And that was quite a question. Obviously, no other author but Bob was going to write Drizzt . . . so what else was there? As so often happens, a bit of creative synchronicity presented itself. We were working on a line of Greyhawk novels that were updated novelizations of the classic AD&D adventure modules. They started by pitting adventurers against some giants, then descending into the depths of the earth, and ended with a confrontation with the Queen of the Demonweb Pits, a.k.a. Lolth. The original adventure module ended with the assumption that your party would kill Lolth, so the Greyhawk novel (spoiler alert) would end the same way. The logical question became If we kill Lolth in a Greyhawk novel does that mean she is dead everywhere? If Lolth dies, what happens to the theocratic matriarchy of our favorite dark elf ’s home town? Now that sounded like a story with R.A. Salvatore Presents written all over it. We started talking about it inside Wizards of the Coast and the team that was even then developing Dungeons & Dragons Third Edition told us that in the new worlds order there was no connection between the various campaign settings, so if Lolth dies in the world of Greyhawk, she goes on entirely unfazed in the Forgotten Realms setting. Okay, but still, it was a cool idea, and worth doing anyway. What followed was a pitch, which went something like this: R.A. Salvatore Presents will tell the story of what happens to drow society when their principal goddess, Lolth, suddenly stops answering prayers and at least appears to be dead. The drow of Menzoberranzan send an expedition to the Demonweb Pits in search of answers. People, including Bob Salvatore, liked that idea, and we were off to the races. And it seemed like a race, too—a long, grueling Iron Man Triathlon. We started with only that seed of an idea and once Bob was signed on, we set up a “summit” meeting at the offices of Wizards of the Coast. We had the first three authors in mind at that point: Richard Lee Byers, Thomas M. Reid, and Richard Baker. Both Thomas and Rich Baker worked for WotC at the time, so they were easy to rustle up, but we had to fly Bob and Richard Byers in from Massachusetts and Florida, respectively. The meeting was the most fun I’ve had in my adult life. Somewhere in a file cabinet at WotC are the printouts of the original whiteboard notes, with characters roughed in as “Traitor Priest,” “Scout,” etc. and plot points outlined in order to structure the six-book series. What was amazing to me, when I looked at those notes again years later, was how closely the finished books actually followed that initial outline. Richard Byers started writing first even as I got to work on the series bible, a document that Bob and I passed back and forth via email I don’t know how many times as it started to take shape. The series bible ended up at more than ninety pages including detailed D&D character sheets for all the major characters (courtesy of Mr. Baker), word lists and glossaries, even notes on protocol, like who you call “Mistress,” and so on. That was the key to keeping six authors and two editors on track for almost three years: Write everything down, and share those notes with everybody. When it came time to seat the final three authors, of course I started with Lisa Smedman, who’d blown me away with her work on the Sembia series. Mary and then managing editor Peter Archer surprised me (and Bob, too, I think) with the opportunity to write the fifth book—an offer I didn’t have to hear twice. Finally, Mel Odom agreed to write the last book, but had to pull out because of other commitments, leaving a space right at the very end that Paul S. Kemp filled brilliantly. R.A. Salvatore’s War of the Spider Queen was the hardest I ever worked— and it was worth every second of it. I used to joke that if I ever suggested doing anything like it again, my coworkers were free to strike me on the head as hard as they could. But you know what? I would do it again in a heartbeat, especially if I get to do it again with those same nine people: Richard Lee Byers, Thomas M. Reid, Richard Baker, Lisa Smedman, Paul S. Kemp, managing editor Peter Archer, art director and designer extraordinaire Matt Adelsperger, legendary fantasy illustrator Brom, and of course R.A. Salvatore. Come on guys . . . what do you say? Philip Athans March 2011

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