On the verge of death during his battle with the evil god Stagnate, Will must decide what he wants for himself and his future. Filled with a new determination and with his new patron god watching over him, Will springs back to finish what was started centuries ago.
A man dies alone after living a stagnant and fruitless life—but that's not where his story ends, as a boy named William is born into a land of fantasy and magic. Raised in a city of the dead by his new family—a mummy, a skeleton, and a ghost—he can remember glimpses of his past life, enough to know his time on Earth was wasted, and he vows not to let that happen again.
The time has come to avenge the people of the Iron Country! Will and his allies have reached the Rust Mountains at last. Together they make their way to the Rock Hall, meeting those who stayed behind to defend their home while the rest of the dwarves fled to safety. It’s time for Al to step up as the descendant of Aurvangr, king of the dwarves, to see their souls off into the beyond. When our party reaches the throne room, they’re confronted with a Scarabeus, who’s claimed the dwarf crown for itself. A fierce battle begins between those who have conquered the Rust Mountains and those who have come to reclaim it.
Now on the cusp of adulthood, Will has his first true battle against the man who raised him and taught him how to fight: the skeletal warrior Blood. Afterwards, Will learns the truth his undead family has been keeping from him, and finds that he must summon the courage to exorcise the ghost of his own past before an echo of theirs takes everything he holds dear...
Under the flame's protection, thou shalt challenge the dragon...and thou shalt die defeated."" After an unexpected encounter with an old adversary of two years past, Will is faced with a decision, and the lives of many hang in the balance: should he bide his time, or act swiftly to save everyone and risk total defeat? Confronted with his own mortality, Will realizes that when it comes to knowing the true nature of courage, Al may be wiser than the paladin himself...
Under cover of darkness, Will’s party of five set out on a quest to infiltrate the Rust Mountains and slay the calamitous elder dragon Valacirca, bringer of war and transgressor upon the dwarves’ former home. Their course takes the Faraway Paladin through the ruined city where he was raised. As his party learns of his surprising connection to great heroes of old, Will hopes to reunite with his grandfather, share his successes, and receive advice on how to deal with the terrifying threat. Knowing the odds are against them yet emboldened by each other's bravery, Will, Menel, Reystov, and the dwarves Vindalfr and Ghelreis gear up for the task ahead, tell tales of the heroes who preceded them, and embark on a perilous journey through uncharted land...
Menel's brush with death taught Will to take nothing for granted. With important lessons learned, the adventurers regroup and free Beast Woods of the demon scourge. The road ahead is long for Will, who now carries responsibility for the woods and the people who live there, but now is the time for celebration. The troubadour Bee sings a poem, a living testament to the immortals who raised the Faraway Paladin. Will discovers that great heroes transcend time, and their deeds light a flame of courage in the hearts of men. And so, a new tale of a hero just born begins its journey down the ages...
As Will and his companions continue their journey to the Rust Mountains, they encounter murky waters. While some of the area’s inhabitants are less than pleased to see them, others are spirits in need of repose - something the Faraway Paladin is more than able to provide. No sooner has Will sent these souls back to the eternal cycle than Menel dashes off and finds an elf crying for help. Dinelind, barely hanging on to life, has been bitten by a hydra, and before Will can even think about healing their new friend, they'll have to bring the venomous monster down first. The grateful elf guides them to Lothdor, the Land of Flowers, an elf village that was once neighbors to the dwarves. The people there are suffering, but the pride of an elf is difficult to manage. Is either side prepared to accept the other's help?
To battle. Will is locked in relentless single combat with the foul-dragon Valacirca and finding that he cannot succeed alone. Even the protection of his goddess is quickly shattered. The tide takes a curious turn as a second deity enters the fray. As Will’s longtime adversary, Stagnate has no intention of granting him blessings; yet the god of undeath has great influence on this bloody battleground, where the foul-dragon decimated the dwarves of the Iron Mountains... In this time of darkness, our heroes must stoke the fire of courage. One brilliant strike could herald a new dawn!
The city of Torch Port, restored and run by Will over two years, is now home to people from all over the world. Its newest citizens are the dwarves, a former warrior race of mountain-dwellers turned vagabonds by the fall of the Iron Country. Will makes it his business to learn about their past, hoping not only to help them in any way he can, but also to gain some insight into the imminent threat said to be lurking in the Rust Mountains. Yet even as Will teaches a timid dwarf the ways of a warrior, the name Valacirca strikes terror into his own heart...