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Fate Breaker

Fate Breaker

by Victoria Aveyard 2024 625 pages
4.15
7.6K ratings
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Plot Summary

Ashes and Aftermath

Survivors scattered, hope flickers dimly

The story opens in the smoldering ruins of Gidastern, where the Companions are shattered and scattered by loss. Corayne, burdened by the deaths of friends and the weight of the Spindleblade, flees through a world on the brink of collapse. The survivors—Andry, Dom, Sorasa, Sigil, Charlie, and others—are separated, each wrestling with guilt, grief, and the knowledge that the fate of the realm rests on their choices. The world itself is wounded: cities burn, the dead walk, and the gods seem silent. Yet, in the midst of devastation, small acts of courage and reunion kindle the faintest hope that the end is not yet written.

The Gathering Storm

Alliances form, enemies advance

As Erida consolidates her conquests, crowning herself Queen of Four Kingdoms, she forges a deadly alliance with Taristan, whose ambitions are fueled by the dark god What Waits. The Companions, meanwhile, seek sanctuary and support among the Elder enclaves, but find the immortals paralyzed by fear and old wounds. Across the realm, armies gather: the Jydi raiders, the Temurijon, the pirates of the Long Sea, and the scattered forces of Ibal and Kasa. The threat of Erida's legions and Taristan's undead horde looms, and the Companions must race to unite the fractured world before it is too late.

Broken Companions

Loss, reunion, and resolve

The Companions' journeys are marked by pain and perseverance. Dom and Sigil languish in Erida's dungeons, Sorasa is tortured and nearly broken, and Charlie wanders in guilt and fear. Yet, through daring escapes, unexpected rescues, and the rekindling of old bonds—such as Charlie's reunion with Garion—the group slowly regathers. Each character is changed by suffering: Dom's immortal stoicism cracks, Sorasa's Amhara mask slips, and Corayne's innocence is lost. But together, they find new strength, vowing to fight not just for survival, but for each other and the realm.

The Queen's Gambit

Erida's ambition, Taristan's hunger

Erida, intoxicated by power and haunted by What Waits, drives her empire forward with ruthless efficiency. She manipulates her court, executes traitors, and unleashes Taristan and Ronin to tear open Spindles and unleash horrors upon the world. Yet, her victories come at a cost: her humanity erodes, her relationships fray, and the darkness within her grows. Taristan, too, is transformed—his body and soul twisted by the gifts and demands of What Waits. Their partnership, forged in ambition and blood, becomes both the engine of conquest and the seed of their undoing.

Elders' Reluctance

Immortal pride, mortal peril

Seeking aid, Corayne and her friends turn to the Elder enclaves, only to find the immortals divided and hesitant. Monarchs like Isibel and Valnir are haunted by past losses and the fear of repeating old mistakes. The Elders' refusal to act nearly dooms the realm, as they debate and delay while Erida's armies march. It is only through the intervention of Corayne, Dom, and the sacrifice of others that the Elders are finally roused to war. The cost of their hesitation is steep, and the lesson is clear: even the immortal must choose a side when the world is at stake.

The Dragon's Shadow

Monsters unleashed, hope rekindled

As the Companions journey through haunted forests and besieged cities, they face horrors from beyond the Spindles: hellhounds, undead armies, and, most terrifying of all, dragons. The battle at Castle Vergon is a turning point, as Corayne and her allies confront not one, but two dragons—one a monstrous threat, the other a miraculous ally. The intervention of Valtik, revealed as a dragon in disguise, tips the scales and proves that the gods—or something like them—may yet answer mortal prayers. The victory is costly, but it reignites hope and unites the realm's defenders.

Crossroads of Fate

Paths converge, choices define destiny

The Companions, now reunited, make their way to Iona, the last stronghold of hope. There, armies from across the realm gather: Ibal, Kasa, the Temurijon, pirates, and more. Yet, the shadow of betrayal hangs over them, as Isibel's true intentions remain hidden. The Spindleblade, the key to saving or dooming the world, becomes the focus of every faction's desire. Corayne is forced to confront not only her enemies, but her own doubts, the legacy of her blood, and the seductive whispers of What Waits. The fate of the realm hinges on the choices made at this crossroads.

The Siege Begins

War descends, courage tested

Erida's legions, Taristan's undead, and the dragon descend upon Iona, besieging the city and its defenders. The battle is brutal and unrelenting: pike walls clash with cavalry, elephants charge, and the sky is torn by dragons' fury. The Companions fight on every front—Dom leads the Elders, Andry commands the defense, Sorasa and Garion battle assassins, and Corayne faces the burden of the Spindleblade. The cost is staggering: friends fall, the city burns, and the line between victory and annihilation blurs. Yet, in the crucible of war, true heroism and sacrifice are revealed.

Betrayal in Iona

Trust shattered, secrets revealed

In the heart of the siege, the greatest blow comes not from the enemy, but from within. Isibel, Monarch of Iona, betrays the Companions, revealing her pact with Taristan and her willingness to sacrifice the realm for a chance to return to Glorian. Dom is mortally wounded, the Companions are scattered, and the Spindle is opened in the heart of the city. The sense of safety and unity is destroyed, replaced by chaos, grief, and the desperate need to act before all is lost. The betrayal forces each character to confront their own limits and the true meaning of loyalty.

The Undead Tide

Death rises, hope flickers

With the Spindle open and Ronin's magic unleashed, the castle is flooded with undead—both ancient Ashlanders and newly slain Elders, including the children of Kovalinn. The Companions are forced into a desperate last stand, fighting not only for their lives, but for the soul of the realm. Sorasa and Garion face the deadly Amhara assassins and their former master, Mercury, in a battle that is as much about the past as the present. The cost is immense, but through courage, sacrifice, and the intervention of allies, the Companions survive—though not all unscathed.

The Battle for the Realm

Empires clash, destinies collide

The final battle rages across Iona and the valley below. Erida's legions, the Temurijon, the armies of Ibal and Kasa, and the Elders all collide in a maelstrom of violence. Dragons duel in the sky, the undead swarm the streets, and the fate of the world hangs by a thread. In the midst of chaos, Corayne, Andry, and the others must make impossible choices—who to save, who to trust, and what they are willing to sacrifice. The battle is not only for survival, but for the very nature of the world to come.

The Spindleblade's Choice

Power, temptation, and mercy

In the heart of the Crossroads, Corayne, Andry, Erida, and Taristan are transported to the realm between realms. The Spindleblade, now the last of its kind, becomes the focus of a final, terrible choice. What Waits tempts Corayne with promises of power, safety, and the restoration of all she has lost. Erida, consumed by the god's influence, seeks to claim the blade and her own destiny. Taristan, torn between love and ambition, must choose where his loyalty lies. In the end, it is Corayne's mercy, her refusal to become a monster, that breaks the cycle and closes the door to destruction.

The Price of Power

Sacrifice, loss, and reckoning

The cost of victory is steep. Domacridhan lies dying, Sorasa is wounded, and the Companions are forever changed. Erida and Taristan, left behind in the burning Crossroads, pay the ultimate price for their ambition and hubris. The realm is saved, but at the expense of innocence, trust, and the lives of many. The survivors must reckon with what they have done—and what they have become. The gods remain silent, and the world is left to those who fought, bled, and chose to hope in the face of despair.

The Fall of Queens

Empires crumble, new beginnings

With Erida's defeat and the collapse of her armies, the world is remade. The Temurijon, Ibal, Kasa, and the remaining Elders forge a fragile peace, united by the memory of what was lost and the hope of what might be. The Companions go their separate ways: Sorasa and Dom journey to the Amhara citadel, Charlie and Garion embrace a life of small joys, Andry returns to his mother, and Corayne sails home with her mother, Meliz. The scars of war remain, but so does the promise of renewal.

The Realm Remade

Hope, healing, and legacy

In the aftermath, the survivors seek meaning in a world forever changed. Charlie, once a coward, finds courage in love and small acts of rebellion. Sorasa, the exile, discovers belonging beside Dom. Andry, the squire, is reunited with his mother and finds peace in the ordinary. Corayne, the breaker of fate, chooses mercy over vengeance and charts her own course. The gods may be silent, but the realm endures—remade not by destiny, but by the choices of those who dared to hope, to fight, and to love.

Characters

Corayne an-Amarat

Reluctant hero, breaker of fate

Corayne is the heart of the story—a young woman thrust into the role of savior by her bloodline and the Spindleblade she inherits. Daughter of a pirate queen and a lost prince, she is torn between longing for home and the burden of destiny. Corayne's journey is one of transformation: from innocence and self-doubt to hard-won resolve and mercy. She is haunted by loss, tempted by power, and tested by impossible choices. Her greatest strength is not her sword, but her compassion—the refusal to become a monster, even when the world demands it. Through her, the story explores the cost of heroism, the seduction of power, and the possibility of hope in the face of despair.

Andry Trelland

Steadfast squire, moral compass

Andry is the embodiment of loyalty and quiet courage. Once a squire of Galland, he is exiled by circumstance and forced to become a leader. His journey is marked by grief, guilt, and the struggle to live up to the ideals of knighthood in a world that no longer values them. Andry's love for Corayne is both a source of strength and vulnerability, grounding him in the midst of chaos. He is the shield of the Companions, always putting others before himself, and his unwavering hope becomes a beacon for those around him. In the end, Andry's greatest victory is not on the battlefield, but in the small, everyday acts of kindness and love that endure after the war.

Domacridhan of Iona

Immortal prince, wounded protector

Dom is an Elder, centuries old, shaped by loss and the weight of memory. He is both warrior and philosopher, torn between duty to his people and love for his mortal friends. Dom's stoicism masks deep pain—grief for Ridha, guilt over past failures, and the fear of losing those he loves. His relationship with Sorasa reveals his vulnerability and capacity for change. Dom's arc is one of learning to let go: of pride, of the past, and of the illusion of control. In the end, his willingness to sacrifice himself for others redeems him, and his journey becomes a meditation on mortality, forgiveness, and the meaning of home.

Sorasa Sarn

Exiled assassin, reluctant ally

Sorasa is a study in contradictions: deadly and compassionate, cynical and loyal, haunted by her past and searching for belonging. Cast out by the Amhara Guild, she wears her exile as both armor and wound. Her relationship with Dom softens her edges, revealing the heart beneath the mask. Sorasa's journey is one of self-acceptance—learning to trust, to hope, and to love, even when it hurts. She is the embodiment of survival, but also of the possibility of redemption. Her final choice to stand with the Companions, to fight for something greater than herself, is her true victory.

Erida of Galland

Ambitious queen, tragic villain

Erida is both architect and victim of her own downfall. Driven by the desire to reclaim the glory of Old Cor, she sacrifices everything—love, loyalty, and her own soul—to the pursuit of power. Her alliance with Taristan and What Waits is both her greatest strength and her undoing. Erida's arc is a cautionary tale about the cost of ambition and the seduction of destiny. She is not without humanity: her love for Taristan, her longing for approval, and her moments of doubt reveal a complex, wounded woman. In the end, Erida is undone not by her enemies, but by the choices she makes and the darkness she embraces.

Taristan of Old Cor

Cursed prince, pawn of darkness

Taristan is a mirror to Corayne: a child of crossing, shaped by abandonment and the hunger for purpose. Gifted and cursed by What Waits, he becomes both conqueror and victim, his body and will twisted by the god's demands. His relationship with Erida is fraught with love, resentment, and the shared burden of fate. Taristan's arc is one of tragic self-awareness—he knows he is a tool, yet cannot break free. In the end, his final act is one of mercy, choosing love over power, and accepting the cost of his choices.

Charlie (Charlon Armont)

Cowardly priest, unlikely hero

Charlie is the everyman of the story—a fallen priest, forger, and fugitive who stumbles into heroism. Haunted by guilt and self-doubt, he is often paralyzed by fear, yet finds courage in small acts: forging letters, saving friends, and choosing to stay when he could run. His relationship with Garion is a source of both vulnerability and strength, grounding him in a world gone mad. Charlie's arc is about the power of small choices, the importance of faith (in people, if not gods), and the possibility of redemption for even the most unlikely hero.

Garion

Exiled assassin, loyal lover

Garion, like Sorasa, is an Amhara outcast, torn between the demands of his training and the pull of his heart. His love for Charlie is both a rebellion and a refuge, allowing him to redefine loyalty on his own terms. Garion is haunted by the past, by the expectations of the Guild, and by the knowledge that survival often means betrayal. Yet, in the end, he chooses love and hope over fear, standing with Charlie and the Companions against the darkness. His arc is one of self-forgiveness and the courage to choose a different path.

Valtik

Enigmatic witch, secret savior

Valtik is the story's wild card—a bone witch whose riddles and rhymes conceal immense power. Her true nature is revealed in the battle for Vergon, where she transforms into a dragon and turns the tide. Valtik embodies the unpredictable, the miraculous, and the possibility that the gods may yet answer mortal prayers. She is both guide and guardian, her actions shaping the fate of the realm in ways no one expects.

Isibel of Iona

Immortal monarch, betrayer

Isibel is the embodiment of Elder pride and the dangers of clinging to the past. Haunted by loss and the longing for Glorian, she betrays the Companions in a desperate bid to reclaim what was lost. Her actions nearly doom the realm, and her arc is a warning about the cost of refusing to change. Yet, even in betrayal, Isibel is a tragic figure—her choices shaped by grief, fear, and the inability to let go.

Plot Devices

The Spindleblade and Spindles

Magical keys, doors to destruction and hope

The Spindleblade is both weapon and symbol—the only tool capable of closing or opening the Spindles, the rifts between realms. Its power is coveted by all: Erida, Taristan, the Elders, and What Waits. The Spindles themselves are plot engines, unleashing monsters, undead, and dragons, and threatening to tear the world apart. The struggle to control, destroy, or protect the Spindleblade drives the narrative, forcing characters to confront the cost of power and the meaning of sacrifice.

Multiple POV and Interwoven Narratives

Shifting perspectives, deepening stakes

The story is told through a tapestry of voices—Corayne, Andry, Dom, Sorasa, Charlie, Erida, Taristan, and more. This structure allows for a panoramic view of the conflict, revealing the personal stakes, inner struggles, and interconnected fates of a vast cast. The shifting POVs create suspense, foreshadow betrayals, and allow for moments of dramatic irony, as characters act on incomplete or mistaken knowledge.

Betrayal and Redemption

Trust broken, trust rebuilt

Betrayal is a recurring motif: Isibel's treachery, Sorasa's exile, Charlie's cowardice, Garion's divided loyalties, Erida's self-betrayal. Each act of betrayal is countered by moments of redemption—sacrifices made, forgiveness granted, and the choice to stand together in the end. The narrative structure uses these reversals to heighten tension and underscore the theme that fate is not fixed, but forged by choice.

The Temptation of Power

The seductive voice of What Waits

Throughout the story, What Waits whispers to the characters, offering them everything they desire in exchange for surrender. This temptation is both literal and psychological, manifesting as dreams, visions, and the slow erosion of will. The narrative uses foreshadowing—dreams of burning skies, the red haze, the growing influence of the god—to build dread and force characters to confront their own darkness.

Mercy and the Refusal of Cycles

Breaking the wheel, choosing compassion

The climax hinges not on violence, but on mercy: Corayne's refusal to kill Erida, her choice to spare the wounded dragon, and the Companions' decision to hope in the face of despair. The story subverts the expectation of a final, bloody victory, instead offering the possibility of a different ending—one shaped by compassion, forgiveness, and the courage to break the cycle of vengeance.

Analysis

Fate Breaker is a sweeping, emotionally charged conclusion to a series that interrogates the nature of destiny, power, and the human (and inhuman) capacity for change. At its core, the novel is about the refusal to accept that fate is fixed—that even in a world ruled by gods, monsters, and immortal grudges, individuals can choose mercy over vengeance, hope over despair, and love over fear. The story's structure—shifting perspectives, interwoven plotlines, and the constant threat of betrayal—mirrors the chaos and uncertainty of a world on the brink. Yet, it is in the small moments—an act of forgiveness, a hand held in the dark, a promise kept—that true heroism is found. The novel warns against the seduction of power and the dangers of clinging to the past, embodied in Erida's tragic arc and the Elders' reluctance. Ultimately, Fate Breaker argues that the world is remade not by destiny or violence, but by the choices of those who dare to hope, to fight, and to love. In a time when the world feels fractured and uncertain, its message is both timely and timeless: fate can be broken, and the future is ours to claim.

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Review Summary

4.15 out of 5
Average of 7.6K ratings from Goodreads and Amazon.

Fate Breaker receives mixed reviews, with an overall rating of 4.15/5. Many readers praise it as an epic finale with excellent world-building and character development. Fans appreciate the high stakes, emotional impact, and satisfying conclusion to the trilogy. Some critics found the pacing slow and the ending underwhelming, with unresolved plot points. The villains Erida and Taristan are highlighted as standout characters. Despite some criticism, most readers found the book engaging and recommend the series for fans of high fantasy.

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About the Author

Victoria Aveyard is a #1 New York Times bestselling author known for her Red Queen series and Realm Breaker trilogy. Her upcoming adult fantasy debut, Tempest, is set for release in 2026. Aveyard's writing spans multiple genres, including young adult, fantasy, historical, adventure, and apocalyptic fiction. She has a particular interest in stories involving high stakes and mortality. In addition to her work as an author, Aveyard is also a screenwriter. She maintains an online presence where she shares her passion for books and creates lists for her readers.

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