The Call to Adventure
The hero begins in a situation of normality from which some information is received that acts as a call to head off into the unknown.
Ismair valenKel is awakening in 1477, in Thyrian territory. He slaughters an entire army to save peasants, this establishes the Rubaron rebellion as ruling House of Thyria.
Refusal of the Call
Often when the call is given, the future hero first refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his or her current circumstances.
When he learns his entire race has been exterminated, he turns into a dragon and burns any armed men he sees.
Once the hero has committed to the quest, consciously or unconsciously, his guide and magical helper appears or becomes known. More often than not, this supernatural mentor will present the hero with one or more talismans or artifacts that will aid him later in his quest.
When the dragon attacks, he is saved by the Greyfox who uses the power from the pond to cast him away. It kills the mana lake, and seals Ismair’s powers away. He claims to be Ismair valenKel and he is arrested by Rufus of Mortierre, the great inquisitor of the Holy See and thrown into the Alethur Asylum.
Crossing the First Threshold
This is the point where the person actually crosses into the field of adventure, leaving the known limits of his or her world and venturing into an unknown and dangerous realm where the rules and limits are not known.
He escapes after the Wild Hunt liberates Madga Balgruuf.
Belly of the Whale
The belly of the whale represents the final separation from the hero’s known world and self. By entering this stage, the person shows willingness to undergo a metamorphosis. When First entering the stage the hero may encounter a minor danger or set back.
He remembers his upbringing when he understands he has become a messiah and decides to help the Empire one last time, but he needs a way into the Kyai Orders. Tel’Sian Flintshire recommends him entering into the Winter Gathering, but before being knighted. So he becomes squire to Borothar, the Toadslayer and only knight willing to accept him, in order to surpass Norman Daegoln who therefore disgraces him.
The Road of Trials
The road of trials is a series of tests that the person must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in threes.
He and Borothar watch the Winter Gathering and sees Morgane Flintshire conquering the field, thus galvanised to train. He instructs Borothar in dragons magic and they go on hunting modern dragons.
The Meeting with the Goddess
Ismair Kel meets with Ulthane viChimeria, a farmer and greatest druid of all time, he offers him a tea that hence his bright heart and purifies his magic. He tells him he cannot help him further, for the phoenixblood hasn’t recognize him yet. If he wants to be reckoned, he must prove worthy of the greatest accomplishment.
Woman as Temptress
In this step, the hero faces those temptations, often of a physical or pleasurable nature, that may lead him or her to abandon or stray from his or her quest, which does not necessarily have to be represented by a woman. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey.
He falls in love with Joana von Fulgam and so does she, and he takes her as student, refusing her magic but accepting to grant her swordsmanship.
Atonement with the Father
In this step the person must confront and be initiated by whatever holds the ultimate power in his or her life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving into this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power.
Ismair becomes a father for Borothar, and makes him a great warrior.
This is the point of realization in which a greater understanding is achieved. Armed with this new knowledge and perception, the hero is resolved and ready for the more difficult part of the adventure.
Avalan Den is summoned by the Imperial Guard, as his feats as dragonslayer have been taken into consideration by the Temerian king who has therefore acted as his sponsor, naming himself his liege. Accepting Joana’s help, he enters the Imperial Guard Tower where they have gathered to investigate a new deluded fear of Emperor Arius, paranoid for years, so much he has studied Kyai breathing for 3 years, naming the Iron Circle de facto government. He criticizes them for not taking their liege’s safety seriously.
The Ultimate Boon
The ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.
Arius is killed and a demonking summoned by Rohan attack the kings attending the Summit. Rohan invites Ismair to confront his demon and the battle ends swiftly after Rohan is taken by the Non-World thus granting the demon human flesh. He is basically a Joker version of Voldemort. However, Ismair defeats him after a few strikes and refuses to consider him his nemesis, having no time for demons lurking in his mind… Rohan is left in front of all the kings, he just says he was jesting…
Refusal of the Return
Having found bliss and enlightenment in the other world, the hero may not want to return to the ordinary world to bestow the boon onto his fellow-man.
Upon Rohan’s sealing into the Sarcophagus of the Fallen, he warns Ismair, telling him that he isn’t the enemy. He warns him against those who call themselves noble and gallant.
The Magic Fligh
Sometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it.
Ismair confronts the army of Gisgo, heading south, for Anarendel.
Rescue from Without
Just as the hero may need guides and assistants to set out on the quest, often he or she must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience.
Daegoln and Torquaz face off and Ismair forces them into saving the True Monarch. They both consider Conrad the True King and ride to his aid.
The Crossing of the Return Threshold
The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world.
Ismair finds the Labyrinth, where he understands the origins of the Plague and the Carrion. The skavens, evil creatures from the underworld, have been unleashed in the maze by someone. He understands these are the same wizards who have found him. The skaven shamans ware the same cloak as Arathor.
Master of Two Worlds
This step is usually represented by a transcendental hero like Jesus or Gautama Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds.
Ismair valenKel proves he is the Last Dragon and fights for Temeros in the battle of Reichmark, on the Imperial Marshe, against Gisgo. Bromingald Bromsson recognizes him as the Last Dragon and therefore sacrifices his life for the young squires, defeating the Immortal made out of Voris’s corpse. The Immortal takes the shape of the shadowy demon: his first mode is Balrog, second is Eye of Sauron, third is Arthas with a Darth Vader runic sword. He kills him using a balista.
Freedom to Live
Mastery leads to freedom from the fear of death, which in turn is the freedom to live. This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past.
Ismair is then charged by the Empire with burning Hearthstone, but King Conrad, the grandmaster of the Prime Order Ragnar World-Breaker and Imperial Guard Saint Alessia Rhodes accept him as the Last Dragon. He knows he has to help Conrad win the war against Gisgo and Aeirn, and the Skavens, if he wants to recover his name.