In which the universe is created, and with it the world of Halci.
Halci gets its finishing touches, and the powers create the first people.
Peace, prosperity and immortality. One of them has to give.
In the aftermath of the schism, overreaching brings retaliation, and a new power arrives to make a triumvirate.
Invaders, refugees, visionaries, monsters. A bit of all four.
In which many Bad Ideas are inaugurated by all sides, and the great changes begin.
Revenge never goes quite as planned.
When pushed into the corner, the best plan is definitely to keep in-fighting.
A new age, less furry than the old but far more restrictive.
In which the wraiths keep meddling, and casual cruelty sparks a surprising turn of events.
Starting a peaceful religion is difficult, especially when everyone wants to fight.
Divinity becomes a popular pastime. The spirits are not pleased.
The gods and their followers war upon each other, until even they can’t tolerate it.
The God of Law’s followers break up, then make up — more or less.
The demigod of fear becomes a nightmare, but his brother is worse.
The goddess of knowledge gets lost in her books, and her empire is claimed by others.
Death departs, and her cultists learn too late that they are not on top of the food-chain.
In which Daenivar breaks everything, and Vrin gih Dha tries to pick up the pieces just in time for Daenivar to knock them off the table again.
In which the world is probably doomed, but everyone hopes they can just wait it out.
Kuthrallan tries his best, but has overlooked a key fact, and everyone suffers the consequences.
In the aftermath of the Seals, the eastlands decide to form their own empire. The question is, who should rule it?
It helps to have large fire-breathing dragons on your side. Unless you anger them.
Some dragons are more useful than others.
A new lineage is born, much to everyone’s dismay.
Things fall apart.
Things are given a push.
Things become as they are now.