Collecting the second volume of R.A. Salvatore's The Legend of Drizzt! The Dark Elf known as Drizzt has abandoned the twisted society of his people to seek honor and justice. But his family will not let him go so easily, and even greater dangers await Drizzt and his new ally Belwar in the caverns of the Underdark!
As one of the fantasy genre’s most successful authors, R.A. Salvatore enjoys an ever-expanding and tremendously loyal following. His books regularly appear on The New York Times best-seller lists and have sold more than 10,000,000 copies. Salvatore’s original hardcover, The Two Swords, Book III of The Hunter’s Blade Trilogy (October 2004) debuted at # 1 on The Wall Street Journal best-seller list and at # 4 on The New York Times best-seller list. His books have been translated into numerous foreign languages including German, Italian, Finnish, Greek, Hungarian, Turkish, Croatian, Bulgarian, Yiddish, Spanish, Russian, Polish, Portuguese, Czech, and French.
Salvatore’s first published novel, The Crystal Shard from TSR in 1988, became the first volume of the acclaimed Icewind Dale Trilogy and introduced an enormously popular character, the dark elf Drizzt Do’Urden. Since that time, Salvatore has published numerous novels for each of his signature multi-volume series including The Dark Elf Trilogy, Paths of Darkness, The Hunter’s Blades Trilogy, and The Cleric Quintet.
His love affair with fantasy, and with literature in general, began during his sophomore year of college when he was given a copy of J.R.R. Tolkien's The Lord of the Rings as a Christmas gift. He promptly changed his major from computerscience to journalism. He received a Bachelor of Science Degree in Communications from Fitchburg State College in 1981, then returned for the degree he always cherished, the Bachelor of Arts in English. He began writing seriously in 1982, penning the manuscript that would become Echoes of the Fourth Magic. Salvatore held many jobs during those first years as a writer, finally settling in (much to our delight) to write full time in 1990.
The R.A. Salvatore Collection has been established at his alma mater, Fitchburg State College in Fitchburg, Massachusetts, containing the writer’s letters, manuscripts, and other professional papers. He is in good company, as The Salvatore Collection is situated alongside The Robert Cormier Library, which celebrates the writing career of the co-alum and esteemed author of young adult books.
Salvatore is an active member of his community and is on the board of trustees at the local library in Leominster, Massachusetts. He has participated in several American Library Association regional conferences, giving talks on themes including “Adventure fantasy” and “Why young adults read fantasy.” Salvatore himself enjoys a broad range of literary writers including James Joyce, Mark Twain, Geoffrey Chaucer, Shakespeare, Dante, and Sartre. He counts among his favorite genre literary influences Ian Fleming, Arthur Conan Doyle, Fritz Leiber, and of course, J.R.R. Tolkien.
Born in 1959, Salvatore is a native of Massachusetts and resides there with his wife Diane, and their three children, Bryan, Geno, and Caitlin. The family pets include three Japanese Chins, Oliver, Artemis and Ivan, and four cats including Guenhwyvar.
When he isn't writing, Salvatore chases after his three Japanese Chins, takes long walks, hits the gym, and coaches/plays on a fun-league softball team that includes most of his family. His gaming group still meets on Sundays to play.
This was alright. It takes care of my thirst for fantasy as of late, but you can tell this is really just a summary of something longer. Character relationships grow faster and stronger than the story arc allows. It reminded me of an old anime, Lodoss War, I think. It was a boiled down version of a series and it just moved too quickly to carry a lot of the meaning.
Some new characters are added, but we don’t get to know them that well. You can tell the characters have forged deep connections, but it is a hard sell unless you already read the books (I have not).
I have played D&D, however, and I do recognize some of the mythos here, so that has helped carry the story a bit.
That being said, I picked up volume 2 & 3 of this series for cheap with the intention of reading the actual novel of volume 4, which I have heard is one of the best in the series. I’ll shoot back and forth to finish the series depending on how good the novel is.
EXILE is an adaptation of the second Homeland Trilogy novel. I really enjoyed the novel version even if I didn't think it was quite up to the same level as HOMELAND. The premise is Drizzt is living in the Underdark as a wild man and being hunted by his mother's house. The story manages to capture most of the major story beats as well as illustrates the wonderful JARLAXLE making his first appearance. I'm not a huge fan of the Deep Gnomes design but nothing is perfect. I also really enjoyed the illustration of the mindflayers.
This second volume in the graphic novel adaptations of the Legend of Drizzt series is every bit as excellent as the first. Spectacular, dramatic art brings this favorite story to life as never before (it should not, however, be viewed as a substitution for the original novel). In Exile, the story of Drizzt takes up with him having lived ten years in the Underdark, where he survived by becoming an instinctual hunter. He travels to a city of deep gnomes where he befriends Belwar Dissengulp and regains his sense of humanity. Drizzt's mother, Matron Malice seeks to find and kill Drizzt in the hopes to regaining the favor of Lloth. To do this she enacts a reanimation spell on the body of Zaknafein, Drizzt's father, so that it may seek out and destroy Drizzt. Drizzt and Guenhyevar (forgive spelling) encounter many perils and mysteries in their travels through the Underdark, and this story (more than any other) allows the reader to really get to know Drizzt's character.
This graphic novel faithfully retains the essence of the original novel, and actually adds to the story with the vivid and spectacular art. The only real complaint I had with this volume was the truncated-feel of the scene where house Do'Urden falls. This scene is of central importance to the future of Drizzt's tale and more effort should have been made on its telling.
Much like the first book, this one is excellent and should be a must-have for any fan of Salvatore's Drizzt novels.
Once I got into this one, I could not put it down. The tale Drizzt continues as the Drow now goes on a self-imposed exile. However, this is like other tales of the loner that others can't seem to leave alone. His House chooses to hunt him down, and they get the "perfect" hunter for the job. It has been ten years since the events in the previous volume, and Drizzt is struggling with loneliness, accompanied only by his panther friend. However, he manages to find new friends. Overall, this was a good, entertaining story with a pretty fast pace. I have already picked up the next volume in the series.
Fine enough, with one or two interesting notes, as when Drizzt sets off on a noble quest to find a wizard to save his polymorphed friend--and then the polymorphed friend kills the wizard. Things tend to be a little convenient for Drizzt: he's hunted by a great evil and captured by another great evil, and then the two evils mostly kill each other.
(There's also some subplots that feel like they should be longer, as if they got cut down from the book these are based on. Like: Drizzt's evil mother is forced to adopt a rival--and then pretty quickly kills her. Like, was there supposed to be suspense around that?)
In this volume, the adventures of Drizzt continues as he leaves the city where he grew up. I liked this volume, but I had expected that we would finally get to leave behind all the internal political squabbling which was my least favorite part of the previous book. But there was still plenty of that, so that was sort of disappointing. Nonetheless, it was a good adventure, well told, and because it was mostly just about Drizzt the continuing difficulties being able to tell one Drow from another didn't really impact the story much.
As others have said, Drizzt is great, the environment is great, story is a bit bland. The brain massage thing is just as wacky in the graphic novel as it is in the book.
But, that said... the graphic novel is a great way to get through it if you want the backstory quickly before moving on to book 3.
I do REALLY dislike the graphic version of Jaraxle -he looks like a Marvel comicbook villain. Blech. I just don't see even low rent Drow citizens dressing like pirates.
And its all slowly coming back to me now. In color and in representation. The Ithilids are beautiful and so are the Gnomes. The side story of Clacker is nicely covered and still saddening. The art continues to impress and I can't wait to finish the this one to catch up with Drizzt as he reaches the surface. The last frame of sunshine bathing his face leaves an everlasting impression on the eyes! Time to surface
Another well drawn graphic novel featuring Drizzt, with his companions Gwenhwyvar, a hook horror, and a Svirfneblin. The treachery in the Drow cavern city of Menzoberranzan comes to fruition when House Do'Urden falls to House Baenre and loses support from Lolth. I love the society of the Drow, and the language (which is hardly used in the GN) and the subterfuge with which the culture survives.
The second installment of the graphic novel portrayal of Drizzt and his many adventures and choice to ultimately escape the Underdark and venture to the surface world. This was even better than book one. I love coming back to this story after so many years and being able to view the wonderful artwork the Devil's Due guys put into this collection.
absolutely love these! Every thing is drawn almost exactly as I immagined it when reading the book. It brings memories as if I had been on an adventure a few years ago and am now looking at the pictures.
also learned from this version that Salvatore is not the inventor of the dark elf race. Must check out Gary Gygax.
The art is good. Fast-paced and exciting, this was easy to get into even though it was the first R.A. Salvatore work (well, in graphic novel form, but still...) that I read.
As the penultimate novel in Salvatore's Dark Elf trilogy, the book explores the origins of the legendary Drow ranger, Drizzt Do'Urden. The great benefit of rereading books is that they provide new insights, or one simply notices new things through each different reading.
The theme of freedom was so ubiquitous in the novel that I cannot see how I didn't see it through the first few readings. To survive for nearly a decade in the Underdark, where dangers lurk around every corner, Drizzt subsumes his personality into one of pure warrior instinct, an alter-ego known as the Hunter. Through the Hunter, Drizzt achieves levels of pure fighting prowess which exceed even that of his finely honed, conscious skill with the blade. But he also loses himself in his alternate persona, becoming one with his natural environment, the ever-dangerous Underdark, at one point coming close to violating the very principles on which he bases his individuality and the unique code of morals which sets him apart from his people.
The antagonist of the novel is a figure from Drizzt's own past, who, in large part, embodies the very high principles which Drizzt strives to uphold. Like Drizzt, much of this shadow warrior's personality is submerged beneath a living (sort of) facade of pure fighting brilliance; and which threatens to overtake his very personality and even lead to the destruction of that which he holds most dear. The shadow warrior is thus perhaps a precursor to Artemis Entreri, the main antagonist of the Icewind Dale trilogy, and later sometime anti-hero protagonist of future novels.
Another figure, one of Drizzt's own companions, embodies the struggle of maintaining own's own personality despite outside influences, a former peck, a sort of deep gnome, who has been transformed into a Hook Horror, a dangerous creature of the Underdark. Over time, the peck loses more and more of his former identity as a peck and comes to take on more of the personality and habits of a hook horror.
What do all these elements of the story have in common? As far as I can tell, they provide an extended reflection on the difficulties of resisting outside influences, whether they be societal (Drizzt), instinctual (Drizzt), magically imposed (Clacker/Zaknafein), or moral (Zaknafein/Drizzt). Is it possible to imagine a self that can choose any and all aspects of their own identity? Or would such a person be a shapeless ghost, without form or any sort of shape, or emotions, or beliefs? To a large extent, individuals must have the power to choose which communities they belong to, and trying to force communal claims onto others is surely an evil. To tell someone that they must believe this or that because they're female, or Hispanic, or American is surely to hoist communal claims onto them which the individual doing so surely has little grounds for so doing. That women *must* have children in order to identify as women is surely debatable, and hence not something that anyone has any right telling someone that they must do or believe in order to be female. Surely, it's fine to believe such a thing about being a woman; it's when someone takes the next step and bullies others into behaving in conformity with the bully's belief that makes such action intolerable, or otherwise more deserving of a 1984-esque society rather than a democratic one.
Away from the intrigues of Menzoberranzan, Drizzt Do'Urden's struggle becomes an internal one against the primal instincts that threaten to make him into a merciless creature of the Underdatk.
Facing the prospect of centuries of isolation and a descent into madness, Drizzt throws himself on the mercy of the deep gnomes of Blingdenstone, where for the first time in his life, he finds the possibility of true friendship.
But his Mother, (the rather blatantly named) Matron Malice, still seeks him out, and she has called forth Drizzt's father in spirit-wraith form to hunt him down.
Although there is some resolution to the political drama in Menzoberranzan in this volume, this is a much more personal story about Drizzt recovering from his totalitarian upbringing and his toxic family. He grows closer to his first real friend, the astral panther Guenhwyvar, and he makes new friends in his travels through the Underdark.
This volume also introduces the menace of the Illithids, although the conclusion to their part in the story felt a bit rushed. The subplot involving the tragic Clacker, a pech transformed into a monstrous hook horror by a wizard's spell, does work very well with the graphic novel pacing.
The artwork looks great throughout, especially the work on the mind flayers.
This volume features an introduction by Forgotten Realms creator Ed Greenwood, and a nice gallery of individual issue covers.
This is so visually dark it was just hard to see it to read it in my bedroom. :D
I have read this series, and this reads like the Cliff's notes version of the book. It covers all the main bits in quick succession with lots of flying blood. The art is solid and the telling is decent given the length of the book being shortened.
I'm not sure I needed all the blood flying around, but it's sensible given all the stabbing in the book.
I haven't decided if I should keep it. I think I prefer the written novel, but Drizzt does get very whiny in the later books, so maybe an abridged book might be nice...
The idea of a character of Belwar, a deep gnome with a pickaxe and a hammer instead of hands, is... yeah, as preposterous as it sounds. And in the graphic novel medium it's even worse, because you can't fool yourself with your imagination - making yourself believe somehow it makes sense. I almost sympathize with the artist who conjured this believable fantasy world with his skillful craft only to have it ruined each time Belwar Dissengulp shows up.
Apart from the above travesty, it wasn't half bad.
I think these books are PERFECT for beginners in this genre. They have the right mix of info dumping, character creating, world building and character study. There are quite a lot of characters, but the main characters are easily distinguished. I feel the books focus a lot on world building and since Drizzt is already very nice, mature and understanding / all the other Drow here are headstrong and stubborn, no one has room or potential to grow as a character for the better or for the worse.
This entire review has been hidden because of spoilers.
Safe to say that the first two GNs, like the first two books, are easily the best of the whole saga. Long before our Ranger became a terrible Gary Sue, he was immersed in, and then having to escape, the horrors of Drow culture and of his family. GN is very true to the book and the illustrations are really strong - colour and movement and emotion really coming across. And, as they’re Drow, you can believe the women all wore corsets ;)
Drizzt has left Menzoberranzan with astral panther Guenhwyvar and battles his inner demons while battling the monsters of the Underdark. He finds friendship with a gnome and an enchanted pech, fights his undead father who was brought back by Matron Malice to kill him, and ultimately realizes he has to truly get out to be free. Again, great storyline (RA Salvatore...right?) and beautiful artwork.
The 2nd book of the Legend of Drizzt series, of our world's most beloved Drow. Some things were changed from the book, probably for readability, mind you it's also been some years since I read these so I could be mis-remembering.
Drizzt, hunted by his family, tries to find his way in the Underdark and find a purpose and place to belong while holding onto his sanity.
İlk kitabın çizgi roman versiyonunda olduğu gibi, Sürgün de atıştırmalık olmuş. Kitabın eğlenceli ve hızlı tüketilen bir özeti gibi geliyor bu çizgi romanlar bana. Muhtemelen devam etmem ben, ancak Anayurtta yaptığım öneriyi burada da yineleyerek yaşı genç bir okur adayını Drizzt ve Unutulmuş Diyarlar ile tanıştırmaya ön ayak olması açısından değerlendirilebilir diye düşünüyorum.