The Way of Kings, Part 2
2.600,00 د.ج
According to mythology mankind used to live in The Tranquiline Halls. Heaven. But then the Voidbringers assaulted and captured heaven, casting out God and men. Men took root on Roshar, the world of storms. And the Voidbringers followed …
They came against man ten thousand times. To help them cope, the Almighty gave men powerful suits of armor and mystical weapons, known as Shardblades. Led by ten angelic Heralds and ten orders of knights known as Radiants, mankind finally won.
Or so the legends say. Today, the only remnants of those supposed battles are the Shardblades, the possession of which makes a man nearly invincible on the battlefield. The entire world is at war with itself – and has been for centuries since the Radiants turned against mankind. Kings strive to win more Shardblades, each secretly wishing to be the one who will finally unite all of mankind under a single throne.
On a world scoured down to the rock by terrifying hurricanes that blow through every few days is a young spearman, forced into the army of a Shardbearer, led to war against an enemy he doesn’t understand and doesn’t really want to fight.
What happened deep in mankind’s past?
Why did the Radiants turn against mankind, and what happened to the magic they used to wield?
According to mythology mankind used to live in The Tranquiline Halls. Heaven. But then the Voidbringers assaulted and captured heaven, casting out God and men. Men took root on Roshar, the world of storms. And the Voidbringers followed …
They came against man ten thousand times. To help them cope, the Almighty gave men powerful suits of armor and mystical weapons, known as Shardblades. Led by ten angelic Heralds and ten orders of knights known as Radiants, mankind finally won.
Or so the legends say. Today, the only remnants of those supposed battles are the Shardblades, the possession of which makes a man nearly invincible on the battlefield. The entire world is at war with itself – and has been for centuries since the Radiants turned against mankind. Kings strive to win more Shardblades, each secretly wishing to be the one who will finally unite all of mankind under a single throne.
On a world scoured down to the rock by terrifying hurricanes that blow through every few days is a young spearman, forced into the army of a Shardbearer, led to war against an enemy he doesn’t understand and doesn’t really want to fight.
What happened deep in mankind’s past?
Why did the Radiants turn against mankind, and what happened to the magic they used to wield?
Editeur |
---|
Produits similaires
Vicious
Ten years later, Victor breaks out of prison, determined to catch up to his old friend (now foe), aided by a young girl whose reserved nature obscures a stunning ability. Meanwhile, Eli is on a mission to eradicate every other super-powered person that he can find—aside from his sidekick, an enigmatic woman with an unbreakable will. Armed with terrible power on both sides, driven by the memory of betrayal and loss, the archnemeses have set a course for revenge—but who will be left alive at the end?
Crooked Kingdom Collector’s Edition
Welcome to the world of the Grisha.
Kaz Brekker and his crew of deadly outcasts have just pulled off a heist so daring even they didn't think they'd survive. But instead of divvying up a fat reward, they're right back to fighting for their lives.
Double-crossed and badly weakened, the crew is low on resources, allies, and hope. As powerful forces from around the world descend on Ketterdam to root out the secrets of the dangerous drug known as jurda parem, old rivals and new enemies emerge to challenge Kaz's cunning and test the team's fragile loyalties.
A war will be waged on the city's dark and twisting streets - a battle for revenge and redemption that will decide the fate of the Grisha world.
The Atlas Six
Enter the latest round of six: Libby Rhodes and Nico de Varona, unwilling halves of an unfathomable whole, who exert uncanny control over every element of physicality. Reina Mori, a naturalist, who can intuit the language of life itself. Parisa Kamali, a telepath who can traverse the depths of the subconscious, navigating worlds inside the human mind. Callum Nova, an empath easily mistaken for a manipulative illusionist, who can influence the intimate workings of a person’s inner self. Finally, there is Tristan Caine, who can see through illusions to a new structure of reality—an ability so rare that neither he nor his peers can fully grasp its implications.
When the candidates are recruited by the mysterious Atlas Blakely, they are told they will have one year to qualify for initiation, during which time they will be permitted preliminary access to the Society’s archives and judged based on their contributions to various subjects of impossibility: time and space, luck and thought, life and death. Five, they are told, will be initiated. One will be eliminated. The six potential initiates will fight to survive the next year of their lives, and if they can prove themselves to be the best among their rivals, most of them will.
Most of them.