The Gods are dead. The Magelord Salazar and his magically enhanced troops, the Augmentors, crush any dissent they find in the minds of the populace. On the other side of the Broken Sea, the White Lady plots the liberation of Dorminia, with her spymistresses, the Pale Women. Demons and abominations plague the Highlands. The world is desperately in need of heroes. But what they get instead are a ragtag band of old warriors, a crippled Halfmage, two orphans and an oddly capable manservant: the Grim Company.
"Pretty bad, but not actively terrible"
In the City of Towers, former rebel Sasha and her comrade Davarus Cole struggle to keep the peace between the warring mages who vie for dominion. But when the White Lady sends Davarus south to the Shattered Realms to seek allies among the fallen kingdoms, he finds that his hardest battle may be one fought within. The godly essence now residing within him offers power that could be used against the Fade - but with every death that feeds It, Cole risks losing a part of himself.
As Davarus Cole and his former companions were quick to discover, the White Lady' s victorious liberation of Dorminia has not resulted in the freedom they once imagined. Anyone perceived as a threat has been seized and imprisoned - or exiled to darker regions - leaving the White Lady's rule unchallenged and absolute.
"A good sequel but"
The difference between a hero and a killer lies in the ability to justify dark deeds. But this is the Age of Ruin. And there are no heroes...Five hundred years ago, the world was destroyed in the celestial Godswar. Seeking to throw off the shackles of the deities who created them, a cabal of mages rose up and made war upon the Gods.
The Age of Ruin is near complete: in the far North the Nameless stirs beneath the Spine Mountains and demonspawn push ever southwards; from the West the Fade have returned, vowing to purge the realm of humankind; and an ancient weapon, forged in the Godswar, has once again been unleashed to ravage the land. Weakened by in-fighting, the surviving Magelords are unable - or unwilling - to use their power to defend humanity. The last spark of hope rests with the surviving members of the Grim Company.
It is the Age of Ruin, a time in desperate need of heroes. But heroes are in short supply. The only candidates - a motley company at best - are scattered to the four winds. Former rebel Sasha has now become an unwilling envoy between the powerful. Eremul the Halfmage languishes in disgrace, his warnings of approaching war falling on deaf ears. Yllandris, sorceress of the High Fangs, servant to a demon lord, has become that which she most despises.