In which the tale of Arn’s journey comes to a conclusion …
In which Arn faces old enemies, forces of nature, and finds himself at the steps of Thaugolos’ lair.
In which Arn brings order and hope back to Bleak Hall by confronting the leader of the bandits plaguing the settlement.
In which Arn goes off in search of the caravan that never arrived at Bleak Hall.
In which Arn discovered the location of the lair of Thaugolos in the distance and new challenges in a mining camp.
In which Arn strives to leave the Hinterlands behind in his search for mountains that hold the lair of his great nemesis, Thaugolos.
In which Arn makes his way North through the Hinterlands as an unknown threat hunts him and he deals with the perils of the Ironland wilds.
In which Arn discovers the true cause of the plague of Frostmoor.
In which Arn, reeling from the events at Windhaven, undertakes a journey that leads him to the river settlement of Frostmoor.
In which Arn and the Elves face Thaugolos in a fight for the village and their very lives.
In which Arn is a guest of the Elves, a people he knew only from myth and legend.
In which Arn sets out into the Deep Wilds in search of a blacksmith who can repar Ulvetann.
In which Arn and Ormr effect the escape of the villagers from the husk Hoggvandill.
In which Arn and Ormr infiltrate Hoggvandill’s island stronghold.
In which Arn looks for passage to the Barrier Islands.
In which Arn proves his bond to his sister and learns of a magic weapon he must track down.
In which Arn rescues the village of Swordbreak, and his sister, from a despotic overseer.
In which Arn returns to his homeland in the Ironlands.