Wither War
2 primary works • 3 total works
Book 2
Krael, the Wither King, has been trapped deep underground, ending his reign of terror, and all the NPCs of the Far Lands have all put away their swords in peace except Watcher; the young archer still suspects Krael has bigger plans.
He’s right. In the darkness of the Cave of Slumber, Krael awakens the imprisoned wither horde, and with the help of creepers and endermen, the wither army is released from their rocky jail. They spread across the Far Lands, searching for the ancient Vault of Weapons which will make the army of withers indestructible. But one man alone holds the secret to the Vault’s whereabouts: the Far Land’s last living NPC wizard.
Watcher and his friends must race to find the wizard before Krael and his army of monsters. But if they fail, a wave of destruction, led by the King of the Withers, will sweep across the landscape, destroying everything—and everyone—they know.
Book 3
Both Watcher and Krael have learned that the most powerful weapon of all still lies out of their grasps: the Nexus of Might. Only the warrior that possesses the key to the Nexus will be able to stop their enemy. When Krael takes the key, Watcher must sacrifice anything and everything to stop the King of the Withers, before the magic of the Nexus destroys the Far Land and the Overworld forever.
Watcher is right to be suspicious. Krael, the self-proclaimed King of the Withers, and wearer of the Crown of Skulls, has a plan to bring back the vast army of withers that lie imprisoned in the ancient Cave of Slumber. With the help of a dozen ancient zombie warriors rescued by Krael, they seek to release the withers from their slumber and wreak havoc on the Far Lands. And the only thing in his path is a skinny little archer named Watcher.