The Wingfeathers must flee their familiar haven into the unknown with the Fang army close behind.
Trapped above Fingap Falls, the Wingfeathers must make a final stand against General Khrak and his Fang army.
Making their way along the River Blapp, the Wingfeathers encounter a new threat: the Stranders of the East Bend.
Taking refuge in Dugtown, the family must trust a stranger to guide them to the Ice Prairies.
After a night of treachery, Janner and Kalmar encounter their biggest challenge yet, while Nia faces an impossible choice.
Janner is forced by the Overseer to work alongside other kids and create Fang weapons.
Janner sets his escape plan in motion, but discovers he may lose more than he can gain.