The Time of Dying
Three thousand years ago, seven necromancers destroyed every magic, and nearly every living thing to win a war against the demon kings. They saved humanity, then turned on each other. Now their degraded, cursed remnants are worshipped as gods by the survivors who cling to the Road of Graves, an ever-expanding highway paved with the gravestones of every person who has ever died. Necromancy is the only magic left. The dead don’t rest. Unburied souls are fuel for spells, processed in ghost factories. The sun is cold and slate-colored. Beyond the Road, cursed forests rot, ancient vaults hold forgotten horrors, and the undead roam freely. Somewhere, the god of entropy sleeps in a hidden cradle, and his followers believe that finding it will end everything. Whether that’s salvation orannihilation depends on who you ask.
The Cracked Cup Knight
A resurrected knight escorts a grief-stricken noblewoman along the Road of Graves, battling the undead horrors of a necromancer-ruled world to find the stepson she drove away.
The Oldvaults Under Deadman's Pile
Three grave-robbers, descend into the ancient catacombs beneath Deadman's Pile, hunting a legendary frozen tohmb said to hold the remains of a holy servant of Sang, The Scratcher.
The Lake of the Lost
A weary necromancer hauling a chained monster and a corpse is ambushed by bridge marauders, and his interrupted spell accidentally raises the lake's dead; now he must decide, should he unleash his chained creation to survive?
Roundworm Woods
A bookish new recruit and a violence-loving veteran track a deserter through a plague-blighted wasteland, until they encounter a blighted monster that could end both their lives.
Wraithcotte
A bound soldier ventures alone through a monster-haunted forest and a crumbling undead estate to retrieve a coveted Silver Ring for his master - risking death, madness, and permanent cursing, and a final choice between loyalty and self.