Five mercenaries find themselves in a mysterious swamp awaiting a strange assignment. Half a million gold coins to find an old crown hidden in a tomb - They are the elite, the best of all Aerdeh'ner.
The team face the first perils inside the Grave. With every step doomed, the reflection of death everywhere, and every action along terrible consequences - Would you take a step forward? They wouldn't.
The bitter advance through the Tomb continues. After the fateful disappearance of Chief, the elite will have to look for new allies in order to advance.
Von Baldric's company begins its journey back to Aerdeh'ner after fleeing Hell. Despite the help of a fallen hero, however, they will find that leaving the heavenly astral-plane of Tahidi is not an easy task.
Alongside Nieldan and Nirinath, the company arrives in an apparently idyllic city where past and future of warriors of the planes meet. Home seems farther and farther away.
The company divided. Arthur, Nieldan and Traben face new dangers, while Baldan, Ivy, Dun'khan and Niri find themselves facing old ones. War brews on everywhere.
Von Baldric, Dun'khan, Ivy and Niri return to a much changed Bristol. In another plane far from there, three heroes carry out a mission for the Assimar.
Arthur, Nieldan and Traben reach uncharted shores where they find a link to the Paladin of Pelor's mercenary past. In Bristol, von Baldric, Niri, Dun'khan and Ivy get used to their new life as "forced guests".
Guided by Captain Elhara, Arthur, Nieldan, Traben and Raba head to the shores of the known continent to reunite with their friends. In Bristol, the rest of the company prepares to go demon hunting.
Bristol prepares for the impending three-way war, where von Baldric's company is forced to choose between becoming pawns or a fourth side in the conflict themselves.
With the double invasion ever closer, each member of the company finds in their hands a horrible truth: desperate situations call for desperate measures. As it's always been sung.
As Dun'khan tries to sabotage Lady Device's plan, Baldan and Traben to spark a revolution, and Ivy to rescue Arthur, Niri helps Nieldan meet with a new potential ally: Adràmalik himself.
Galeth and Sylvanna flee the Empire and leave their lives with the instructors of The Chain. Meanwhile, Darki is desperately looking for someone: Ronda Pharma's son.
Revenge is within reach of Galeth and his group. But not everything is as it seems and maybe Kern Pharma is not the only problem that our protagonists will have to face. Will they be able to find out the truth?
The journey to the mystical Mothra will lead Galeth and his group to find out the truth behind Nieldan and his affliction. But what is the truth? Coincidences and interpretations that will determine the destinies of many.
The arrival at Thamior's farm brings with it dire consequences. The longed-for retreat comes to an end along with the appearance of a dark and old enemy.
Out of the danger of the Tannan, the Instructors and Thamior's family march towards their destination: the old camp of Company 76. Strange adventurers and a desperate choice await them on the other side of the threshold.
While Milly gathers a group of heroes and old friends, Ivy charts her own path and makes a risky proposal to Galeth. Will the former Instructor be able to return to his roots and form an impossible alliance?
A team formed by paladins of the forgotten gods, together with an artificer, a vampire and an illustrious and blue captain, will venture the World of the Dead.
It all ends here. With Arthur's soul in one hand and hope in the other, our heroes return to the realm of Nieldan to accomplish what von Baldric failed to do: purge the Tannan of Aerdeh'ner.