Drake
A young thief who arrived in Knighton without a coin to his name. Trained as a Talon operative under Cowbird's wing, took the Golden Acorn class at the Tanglewood arena, and was knighted in October of 1999 — Sir Drake of BlewYonder.
A realm remembered. A story waiting for its old friends to come home.
Three storytellers. Thirteen knights. Decades of adventures — preserved from the original MOVEs, surviving manuscripts, maps, character sheets and memories.
Imagine receiving an email from a stranger in California. In it, a door opens to an entire kingdom. You answer in third person. Dice roll somewhere far away. Brian replies — and your fate changes.
The original welcome letter, opening MOVE, and the centuries of lore they began are still here. Not recreated from memory: preserved in the words the storytellers wrote.
….TIME PASSES. AS YOUR FEET STEP DOWN ON THE COBBELED STREET TOP OF THE TOWN YOU ARE A BIT SHAKEN UP AT FIRST. ONLY REMEMBERING A FEW MINUTES OF WHAT JUST HAPPENED BEFORE YOU ENTERED THE PORTAL...
We thought the story began with Drake in 1999. The recovered files took us back to 1991 — and a realm that existed before the kingdom we remembered.
Before 1991. The first realm. Its final messages in June 1992 describe Queen Galena, the dragon war and the portal through which the survivors fled.
The complete published narrative chronicles, presented as long-form reading with simple chapter navigation and original chronology intact.
King John vanishes. The Harmony Stone is stolen. Talon rises, the Golden Acorn is earned and a new king takes the throne.
The old fellowship returns, the Stryker device threatens the realm and enemies discover the courage to change.
The Great War. Six lost knights. The Old Man, Frodo, and a final question that never left Drake.
One of the most precious surviving artifacts is the original text map of Blew Yonder — last modified in 1995. The landscape was waiting in that file all along.
Explore the royal cities, elven forests, frozen north, outer isles and the places that were never quite reached. The original ASCII map and its legend have been kept in the Origins archive.
Explore the full gazetteer ↗ BLEW YONDER
_____ ________ N ____
/\/\ |_______ |The Isle| W..:..E /\/\
/\/\ : North | |That Time| : /\/\
/\/\ : Shire | | Forgot | S /\/\
/\/\ ENCHANTED | THE GREAT SEA
/\/\ :Tangle: | Diamond Sky
/\/\ : Wood : | Pirate's Cove
/\/\ FOREST | THE GREAT SEA
/\/\ Rock Ridge | Knighton
... original 1995 map ...Preserved in full at Origins → The World Map.
These are illustrations from the actual site archive. Preserved in their original files, shown here as a glimpse of the world Brian described — not substitutes for the written stories.
Thirteen players walked this realm. Seven are remembered here with their surviving biographies; six died in the Great War. The record belongs to all of them.
A young thief who arrived in Knighton without a coin to his name. Trained as a Talon operative under Cowbird's wing, took the Golden Acorn class at the Tanglewood arena, and was knighted in October of 1999 — Sir Drake of BlewYonder.
Co-leader of Talon and the master thief of the realm. The man Lord Carlton sent for when something near-impossible needed doing. Quiet in counsel, lethal in close quarters. Companion to a great owl who sat through every contract negotiation that mattered.
Came up out of Storm Gate in the East — Bronston's country. Walked west across the realm in the years before the wars and stayed long enough to be counted among Talon's own. Talon contracted him when a job called for heavy steel. The realm always knew when he had arrived because of his battle cry — "I am Sir Iron Claw, Defender of Good!" — sometimes hollered from rooftops in the real world too. When the fighting was finished and the field had quieted, Iron Claw turned for home and raised a new outpost from the rubble: the Defenders of Good. What fell in the West would not fall again in the East. Not on his watch.
Once feared as an evil sorcerer who ran the seas around Pirates Cove. Walked back from the dark in the spring of 2000 in one of the saga's most-discussed redemption arcs. Carried his old reputation like a wound that never fully healed.
The man with the burned face. Cambion's right hand. Ran the docks of Pirates Cove and the off-path roads of the realm. The contract Lord Carlton wanted closed — and Talon spent all of Volume II trying to close it. Played as a recurring antagonist by a real player committed enough to wear the villain's mask for a year.
Captain of the Royal Guard at Knighton, later King. Played long before most of the saga's other players ever arrived in the realm. Whoever played Kayleel retired the character into a guiding role, and so the leader of Knighton's guard kept ruling the city long after his player had stepped away. We hope you're well, friend.
Six were more than characters. They were friends who chose their final moves.
The rulers, guides, trainers and characters given life by Brian, Scott and Anne. Every name is part of the world they made.
Co-ruler of the realm under King John. Where Bronston held the East, Carlton held the West — Tanglewood and the great forest, Northshire and the frozen north, Rock Ridge and the river country, Southpoint and the desert's edge. Talon's patron. The man who sent for hard work to be done, and the man whose seal opened doors across the realm. Quiet in counsel. Steady when the seasons turned bad. The realm endured because two men chose to bear it together.
Co-ruler of the realm with Lord Carlton. Where Carlton held the West, Bronston held the East — Storm Gate and the wild coast, Break Water and the working harbors, Diamond Sky and the high bard country, the haunted forests where the sea turned dark. He died holding his half. Few who served the West ever met him; fewer still saw his seat. The realm endured because two men chose to bear it together.
Six-foot-eight, two hundred ninety pounds, jet-black hair with a silver streak. Married to Jordan, a cleric. The commander who held Talon together through every storm — the man who took the contracts, briefed the operatives, and led from the front when the work demanded it.
Pipe always lit, eyes always sharp. The retired adventurer who actually ran the Talon office in Tanglewood — kept the books, screened the contracts, vetted the new recruits. Quietly raised every young operative who came through the door.
Six-foot-six and absolute mountain. Ran the Fighters Guild down at Southpoint. Earned his throne with violence and ruled it with judgment. Made halls go quiet when he walked into them.
Ancient. Wise. Faintly amused at the world. Lived high in the Three Peaks, studying tomes few could decipher. The keeper of the deepest knowledge in BlewYonder. The great owl perched on his hand more than once.
Half-elf, twenty-two, deadly with a long bow and dangerous with a smile. Daughter of Penic the master bowyer, born and raised in Tanglewood. Talon's best shot — the operative they sent when the work needed to be done from a quarter-mile away.
Reddish beard streaked with gray, double-bladed axe across his back, turkey leg in one hand and ale in the other more often than not. Talon's heavy hitter — the operative they put on the field when subtlety wasn't going to be enough.
Came online in the saga during the Golden Acorn class — the realm's training rite for chosen warriors and rogues. Devoted, gentle, and quiet. The kind of presence that made the long hours of training feel like home.
Lived in the thieves' guild. Snapped her fingers and things happened. Had history with Cowbird that no one ever quite asked about. Equal parts thief, witch, and old flame.
Without Brian, Anne and Scott, none of this happened. Their old words are still here, and this archive remains an open invitation to reconnect.
The one who built it. Who wrote the world into existence one move at a time, who knew every street in Knighton and every bend of the trail to Tanglewood. Whose closing line at the end of Volume III — "One ring binds us all" — still lands.
Signed his moves in purple. Brought wit, warmth, and the occasional well-timed jab to every encounter he ran. Left the realm in October of 1999 for production work on a film. We hope it went well.
Held the realm together through its first year. Wrote her own farewell when she left in October of 1999 for People Magazine. "You'll make some girl a good catch one day. Best of luck to you and your future. Move… Love to you, Anne."
Original names, institutions and locations as they appear in the published record. The entire index remains here and is searchable by keyword.
All four messages from June 27–28, 1992 are preserved in the original sequence. Their original spelling and capitalization have been retained.
The four preserved Ashbow letters are reproduced on their dedicated archival page, together with Brian's introduction and first MOVE.
Read all four original letters ↗Every file included in the supplied 2026 website package — its wording, HTML, historical pages, illustrations, maps and styles — is preserved separately inside this edition.
If you walked these roads before, if you wrote a MOVE for Brian, or if you are Brian, Anne or Scott: we would love to hear from you.
The archive survived. The fellowship did too.
Drake and Cowbird still remember.