A Crimson sun rises with the dawn.
Thwarted by her rivals in the Crimson Court, Kasia Niezik finds herself at sea as she struggles to control her strange new Reaching. Armies march in the east as foes and friends alike seek to take advantage of the chaos. And at home, old scars fester in her absence.
The capital she left behind is in ruins. Spirits haunt those who refuse to kneel before the Crimson King, and lowborn like Nex survive among the ashes while Princess Nikoza and her fellow scions tread on shattered political grounds. One misstep, and they’re sure to find death is hardly the worst punishment one can endure.
Beyond Kalastok’s streets, spurred scions and lowborn gather under the banner of legendary general Tiuz Hazeko. A mysterious benefactor has granted him a weapon that could be the key to stopping the Crimsons’ spirits, but to succeed, he will need the aid of allies new and old. Guns and powder can only go so far.
In this war, they need crystal and glass.
Launch into the aftermath of The Crimson Court’s shocking end as the Commonwealth teeters on the edge. Every faction on Zekiaz want a piece of the spoils, but neither magic nor war come without a heavy cost.