Plot Summary
Shadows Over Drassil
The story opens with the Banished Lands on the brink of war. Drassil, the stronghold of the Ben-Elim, is under threat as ancient enemies stir. Drem, a trapper haunted by loss, joins the Order of the Bright Star, while Riv, a half-breed outcast, struggles with her identity among the White-Wings. Jin, Queen of the Cheren, and Bleda, King of the Sirak, are bound by blood-feud and betrayal. Asroth, the demon king, is freed from his prison, and Fritha, his priestess, unleashes new horrors. The fragile alliances between humans, giants, and Ben-Elim begin to fracture as old wounds reopen and the shadow of the Kadoshim grows. The stage is set for a conflict that will decide the fate of the world.
The Gathering Storm
Across the Banished Lands, warbands gather. Drem and his companions, including the giant Balur and the cunning Byrne, prepare for the coming storm. Riv, torn between her Ben-Elim heritage and her human heart, seeks her place in the world. Jin and Bleda, once betrothed, now lead their clans in a deadly dance of vengeance. Fritha forges monstrous creations, and Gulla, transformed into a Revenant, breeds an army of the undead. The Order of the Bright Star, White-Wings, and Sirak all sense the coming cataclysm, as alliances are tested and betrayals simmer beneath the surface. The land itself seems to hold its breath, waiting for the first blow to fall.
Blood and Betrayal
The first battles erupt as Fritha's Revenants and Ferals are unleashed, sowing terror and death. Jin betrays the Ben-Elim, opening Drassil's gates to the Kadoshim. Bleda, seeking vengeance for his mother's murder, is forced to flee with his loyal Sirak. Riv, witnessing the fall of her home and the slaughter of her kin, is driven by rage and grief. Drem and the Order face the horrors of Fritha's experiments, realizing the true extent of the enemy's power. Old friends fall, and new oaths are sworn in blood. The Banished Lands are plunged into chaos as the lines between friend and foe blur.
The Fall of Hope
The Kadoshim, led by Asroth and Fritha, storm Drassil in a brutal assault. The White-Wings and Ben-Elim are overwhelmed by Revenants, acolytes, and traitorous Cheren. Riv rescues Meical, the ancient Ben-Elim, but the cost is high—her mother Aphra and many others are forced to flee. Jin revels in her vengeance, while Bleda's world is shattered. Drem and the Order discover the true horror of Fritha's creations and the depth of Asroth's malice. The last stronghold of hope is lost, and the survivors scatter, pursued by nightmares.
Flight and Fury
The remnants of the faithful flee into the wilds—Riv leads White-Wings and civilians to safety, Bleda and the Sirak escape through Forn Forest, and Drem and the Order regroup at Dun Seren. The world is overrun by Revenants and Ferals, and the Kadoshim tighten their grip. Fritha consolidates her power, forging alliances with Jin and the Shekam giants. The survivors are haunted by loss and driven by vengeance. New alliances are forged in desperation, as the last hope for the Banished Lands lies in unity against the darkness.
The Demon King Rises
Asroth, now clad in starstone armor and wielding weapons of unimaginable power, leads his armies south. Fritha, pregnant with his child, becomes both queen and pawn. Gulla's Revenants spread like a plague, and the Shekam giants ride draigs into war. Jin, consumed by hatred, hunts Bleda across the plains. The Order of the Bright Star, White-Wings, Sirak, and their allies gather at Ripa, preparing for the final confrontation. The world trembles as the Demon King's shadow falls over all.
Oaths and Vengeance
The survivors—giants, humans, Ben-Elim, and half-breeds—gather at Ripa. Old grievances are set aside as Byrne, Meical, Bleda, Riv, and others forge a fragile alliance. The Order of the Bright Star and White-Wings train together, sharing rune-marked weapons to fight the Revenants. Bleda and Riv's love offers a glimmer of hope amid the darkness. The council of war is marked by tension, but a shared purpose emerges: to end Asroth and the Kadoshim, whatever the cost.
The Broken Shield
Asroth's armies descend on Ripa—Kadoshim, Revenants, acolytes, Cheren, and Shekam giants on draigs. The defenders unleash every defense: walls, ditches, fire, and shield walls. Riv, Bleda, Drem, and their friends fight desperately, but the enemy is overwhelming. Fritha and Wrath smash through the defenses, Jin's Cheren rain death, and the Shekam break the lines. The defenders are forced into a fighting retreat, suffering terrible losses. The city burns, and hope flickers.
The Last Stand
The survivors flee Ripa, pursued by Kadoshim and Shekam. Aphra falls to Asroth's whip, and Riv is consumed by grief and rage. Bleda leads the Sirak and allies in a desperate escape, while Byrne and the Order regroup in the Sarva Forest. The Banished Lands are overrun, and the last hope lies in one final stand. Oaths are renewed, and the God-Killers—Drem, Riv, Cullen, and Balur—prepare for the reckoning.
The Tide Turns
The armies clash in a cataclysmic battle—giants, bears, draigs, warriors, and winged combatants. The shieldburg holds against the Revenants, but the enemy's numbers seem endless. Gulla and his captains are hunted and slain, breaking the Revenant horde. Fritha and Wrath are confronted by Drem and Friend, leading to a brutal duel. The God-Killers, wielding starstone weapons, face Asroth in a desperate struggle. Sacrifices are made, and the tide begins to turn.
The Reckoning of Kings
Bleda and Jin's feud ends in blood as Bleda slays Jin, only to fall to Kol's treachery. Ellac avenges Bleda, and the Sirak mourn their king. Riv, shattered by loss, confronts Kol, and justice is delivered by the hands of those wronged. The last of the Kadoshim and Ben-Elim are cast out, and the survivors reckon with the cost of victory. The world is forever changed by the choices and sacrifices of its heroes.
The End of the Long War
Asroth falls to the God-Killers—Drem, Riv, Cullen, and Balur—ending the Long War. The Ben-Elim and Kadoshim are banished from the Banished Lands through a portal forged from starstone and blood. The survivors gather at Dun Seren, forging a new order built on truth, courage, and unity. Old wounds begin to heal, and the world breathes in peace for the first time in centuries. The legacy of the fallen is honored, and the future is shaped by those who remain.
A New Dawn
In the aftermath, the Banished Lands begin to heal. Riv, Drem, Cullen, and their friends find solace in each other, honoring the memory of those lost. The Order of the Bright Star becomes the guardian of the new world, vowing to protect against darkness in all its forms. Riv mourns Bleda and Aphra, but finds purpose in friendship and duty. The survivors look to the future, determined to build a world worthy of the sacrifices made. The Age of Courage begins, and hope is reborn.
Characters
Drem
Drem is a trapper from the Desolation, marked by tragedy and a deep sense of justice. The murder of his father and the horrors he witnesses drive him to join the Order of the Bright Star. Drem is introspective, practical, and slow to trust, but fiercely loyal to those he loves. His journey is one of transformation—from a solitary survivor to a leader and God-Killer. Drem's relationships with Byrne, Cullen, and Keld shape his growth, and his bond with the white bear, Friend, symbolizes his capacity for loyalty and change. He is defined by his oaths and his willingness to face fear for the sake of others.
Riv
Riv is a half-breed Ben-Elim, scorned by both angels and humans. Her rage and sense of injustice fuel her as a warrior, but she is also deeply compassionate and loyal. Riv's journey is one of self-acceptance and belonging—she finds her place among the Order of the Bright Star and forges deep bonds with Drem, Cullen, and Bleda. Her love for Bleda and her grief for her mother, Aphra, drive her actions. Riv's arc is marked by loss, vengeance, and ultimately hope, as she becomes a symbol of unity and the possibility of a new world.
Byrne
Byrne is the High Captain of the Order of the Bright Star, a woman of iron will and deep compassion. She is a master strategist, a fierce warrior, and a surrogate mother to many, including Drem and Cullen. Byrne's leadership is defined by her commitment to truth, courage, and the protection of the innocent. She is haunted by the losses she endures, but never wavers in her duty. Byrne's wisdom and kindness inspire loyalty, and her sacrifices are central to the survival of the Banished Lands.
Bleda
Bleda is the young King of the Sirak, shaped by betrayal, loss, and a burning need for vengeance. His relationship with Jin, once betrothed and now mortal enemies, defines much of his arc. Bleda's love for Riv offers him redemption and hope, but his life is marked by sacrifice and tragedy. He is a skilled warrior and tactician, leading his people through impossible odds. Bleda's death at Kol's hands is a devastating blow, but his legacy endures in the unity he helped forge.
Jin
Jin is the Queen of the Cheren, driven by the murder of her father and her obsession with destroying Bleda and the Sirak. Once a potential unifier, Jin is twisted by grief and rage, becoming a tool of the Kadoshim. Her cunning and martial skill make her a formidable foe, but her inability to let go of the past leads to her downfall. Jin's arc is a cautionary tale of how vengeance can consume and destroy.
Fritha
Fritha is the high priestess of the Kadoshim, a master of blood magic and the architect of the Revenant plague. Her ambition and need for belonging drive her to Asroth's side, but she is also haunted by loss and the monstrous consequences of her actions. Fritha's relationship with Wrath, her draig, and her creations is both maternal and destructive. Her end is marked by regret and a desperate attempt to save her unborn child, highlighting the cost of power and the tragedy of lost humanity.
Asroth
Asroth is the ancient lord of the Kadoshim, freed from his prison to wage war on the world. He is charismatic, cunning, and utterly ruthless, wielding starstone weapons and elemental magic. Asroth's presence warps those around him, and his ambition threatens to consume all. Yet, he is also fascinated by mortality and the sensations of flesh, making him both alien and strangely human. His defeat marks the end of the Long War and the possibility of peace.
Cullen
Cullen is a young warrior of the Order, known for his humor, recklessness, and fierce loyalty. Orphaned young, he finds family in Keld, Sig, and Drem. Cullen's journey is one of growth—he learns to temper his bravado with responsibility and becomes one of the God-Killers. His grief for lost friends is deep, but he remains a source of hope and camaraderie.
Keld
Keld is a huntsman of the Order, a man of few words but deep wisdom. He mentors Drem and Cullen, teaching them survival, loyalty, and the value of friendship. Keld's death is a profound loss, but his lessons endure in those he leaves behind.
Meical
Meical is the ancient Ben-Elim, once a leader, now an outcast. He is marked by regret for the Ben-Elim's arrogance and the suffering it caused. Meical's friendship with Corban and later with Riv and the Order is central to his redemption. He fights Asroth with all his strength, and his final act is to lead the Ben-Elim out of the Banished Lands, allowing humanity to shape its own destiny.
Plot Devices
Dual Narrative and Rotating POV
The novel employs a rotating point-of-view structure, following Drem, Riv, Bleda, Jin, Fritha, and others. This device allows readers to experience the war from all sides—heroes, villains, and those caught in between. The shifting perspectives create empathy, tension, and a sense of epic scale, while also highlighting the personal costs of war.
The Revenant Plague
Fritha's creation of the Revenants—undead, near-unkillable monsters—serves as both a physical and symbolic threat. The plague spreads through bites, turning friends into foes, and represents the insidious nature of hatred and vengeance. The only weapons that can stop them are rune-marked or starstone-forged, emphasizing the need for unity and shared knowledge.
Starstone Weapons and Elemental Magic
Starstone, the magical metal, is central to the plot. It is used to imprison and empower, to create weapons and armor that can kill gods and monsters alike. Elemental magic—earth, fire, wind, water—is wielded by both heroes and villains, with words of power and blood rituals. The forging and use of these weapons symbolize the legacy of the past and the choices of the present.
Cycles of Vengeance and Forgiveness
The narrative is propelled by cycles of vengeance—Jin and Bleda, Fritha and Drem, Riv and Asroth. These feuds threaten to destroy all, but moments of forgiveness and unity offer hope. The breaking of these cycles is essential to the world's survival, and the story's emotional core.
The Final Reckoning and Banishment
The climax centers on the defeat of Asroth and the banishment of the Ben-Elim and Kadoshim from the Banished Lands. The forging of a portal from starstone and blood, and the casting out of the ancient powers, represents the end of an age and the beginning of a new one. The survivors must reckon with the cost of victory and the responsibility of shaping the future.
Analysis
A Time of Courage is a sweeping, emotionally charged conclusion to John Gwynne's epic saga of the Banished Lands. At its heart, the novel is about the cost of vengeance, the power of unity, and the possibility of redemption. Gwynne explores the dangers of hatred and the cycles of violence that can consume individuals and nations alike. The Revenant plague is both a literal and metaphorical manifestation of this corruption—only by coming together, sharing knowledge, and breaking old patterns can the world be saved. The story's rotating perspectives allow for deep empathy, showing that even enemies are shaped by loss and longing. The defeat of Asroth and the banishment of the Ben-Elim and Kadoshim mark the end of an age, but also a warning: darkness can return if vigilance and compassion are lost. Ultimately, the novel celebrates friendship, love, and the courage to choose hope over despair. The Age of Courage begins not with the absence of fear, but with the determination to face it together.
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Review Summary
A Time of Courage is highly praised as an epic conclusion to the Of Blood and Bone trilogy and the Banished Lands saga. Readers commend Gwynne's masterful character development, intense battle scenes, and emotional storytelling. The book is lauded for its themes of friendship, loyalty, and hope amidst darkness. Many consider it one of the best fantasy series finales, with a gripping 200-page final battle. While some found it slightly less impactful than The Faithful and the Fallen, most agree it's a satisfying and bittersweet end to a beloved series.