The realm of BlewYonder — castles, river, and dragon at sunset

A Play-By-Email Saga · 1999 — 2001

The BlewYonder
Knights

Three years. Three storytellers. Thirteen knights. One realm that never quite let any of us go.

Enter the Realm

Origin · June 1992

Before the Realm

The Fall of Ashbow Keep — preserved messages from the kingdom that came before.

Before the Realm of Blew Yonder, there was Ashbow Keep — and before Ashbow Keep, the games we played had no single name yet. These four messages were sent to the realm in late June of 1992, seven years before Drake first walked Tanglewood's streets. They record the kingdom's last days. The Brashkadel Mountains erupted. The royal egg was stolen. Black Dragons came over the city, and Queen Galena's wrath came with them. Five magic users opened a portal in the center of town, and through it the survivors fled into what would, in time, be named anew.

Message #16
To: The Entire Realm
Date: 06-27-92
Subject: Destiny.

     Stories of chaos and destruction are starting to reach the main
city of Ashbow Keep.  Something is not at all right in the realm.
There are large meetings going on in the Cathedral to see if the
brothers can come up with an answer to all this madness.  Reports
from all parts are saying sightings of dragons and strange cloud
formations seem to be everywhere.  It appears that something has
disturbed the civalization of dragons and they are taking matters
into there own hands.  The queen has sent many out on a quest.
Those reporting into town are saying that the dragons appear to be
flying in large groups scanning the area looking for something.
The clouds continue to form over the mountains and the winds are
blowing a bit harder too.  Ships are beginning to sink.  The town
of Elfin Port has had numerous buildings knocked down as well as
severe damage to the port area.  Rumors that parts of King's Port
is on fire has not been confirmed yet.  Those out on missions need
to take heed of this warning and protect yourself.
Message #17
To: Realm of Ashbow Keep
Date: 06-27-92
Subject: Kings Port

     It is sad to report, but it has been confirmed that the entire
city of Kings port in on fire.  There have been many killed and
the other residents are heading out of town in a mass panic.  It
seems a group of dragons landed in the towns square and were
attacked by the kings royal guard.  It is not known who attacked
who first, but the dragons turned there anger into rage and set
the town on fire from many air to ground attacks.  No dragons were
killed in the attack.  The castle has been destroyed and it is
believed that the king too is dead.  Someone said the golden queen
herself, Galena, took part in the air attack.  Rumors of the
missing royal egg being stolen are said to be the cause of the
mass search.  Orders were given to destroy or kill anyone or
anything that stands in the way of the search.  So far, no one
has.  The city of Ashbow Keep has been put on alert.  Shops and
homes are being closed and prepared for the worse.  The arena is
closed.  The shops are closed.  The only activity seems to be
taking place in the Cathedral and the Ashbow castle.  More reports
as things continue to change.
Message #18
To: Ashbow Keep
Date: 06-27-92
Subject: Cathedral

     There have been meetings going on for most of the day.  The
citizens of Ashbow are seeing some of the realms greatest magic
users gathering inside the walls of the Cathedral.  After hours
of time, Sansabeth was seen to leave and enter her hidden cave.
Within seconds the whole cave and its confines simply disappeared.
She has left.  Preparations seem to be underway to take care of
Ashlynn and Alabash as well.  A party of royal guards was seen
escorting the two into the Cathedral earlier today and it is not
know what has become of the brother and sister.  The castle of
Ashbow, their home, is still standing but appears empty.  Up
ahead a group of at least 30 to 35 Black Dragons are seen making
thier way to the town of Ashbow Keep.  A blueish glow begins to
come from the Cathedral and it turns to yellow and seems to cover
the entire structure.  Some sort of shield it appears to be.  The
citizens of Ashbow are seen to be taking to the Elfin forests.
Only a few of the strong and mighty warriors remain in town.
Two figures are seen standing in the main streets of the town.
It appears as if two old friends are telling each other goodbye
possibly.  The famous blacksmith Duncan is seen holding one of his
mighty swords.  And standing to his side is the realms greatest
warrior, Big Nast.  Big Nast begins to head toward the castle
with Duncan at his side.  Nast lowers the shield on his helmet,
makes ready his shield, and draws his long sword.  The dragons
begin their final approach.  The smell of smoke fills the air.
Message #19
To: Realm
Date  06-28-92
Subject: Con't......

     With the attack underway, the dragons seem to be having little
luck getting through the force field which covers the inner city.
As the magics exit the Cathedral they are joined by the rest in
the city.  Big Nast escorts Ashlynn and Alabash back to the castle
and then bids them a farewell.  With all the power they can summon,
the 5 magics focus all there energies at the castle.  It begins to
rise from its foundation and in a flash, its gone.  After this,
the others all meet in the center of town.  With the energy dying
down, the force field will not be able to hold them back much
longer.  All the powers they have left are joined as one and a
large portal forms in the center of town.  The last magic user is
a Wizard.  He comes from inside the Cathedral and has a large
staff in his hand.  He is wearing a long white robe and has a
white beard that is very long as well.  He aproches the portal as
the rest step to the side.  With a blast from the staff, pieces
of this portal go in all directions and break through the outer
force field.  The portal in now much smaller.  One by one they
start to enter it and are seen no more.  The dragons begin to blow
fire on all the building.  As one comes onto the ground he blows
at the portal.  His blast is stopped by a strong shield.  As it
attempts to take off again, its chest is split open from the swing
of a mighty sword.  One swing, one dead black dragon.  One man
left on the street and he too enters the portal.  Big Nast is
gone.  The portal disappears and is no longer seen.  The city of
Ashbow Keep is in blazes.  As the building begin to fall in ashes,
and explosion is heard in the distance.  The Brashkadel Mountains
are erupting.  Red hot lava is seen pouring down all sides.  As it
reaches the ground everything in its path is caught on fire.
Those left on the island will all be killed unless they find away
out.  The land of Ashbow Keep is no longer.  Let no man under-
estimate the power of a mother scorned.  Goodbye to Ashlynn and
Alabash, may your journeys be safe and profitable.  I bid you so
long...

                                              The End...

The portal closed. The island fell. What rose to take its place would in time be called Fantasia, and then Blew Yonder — but the names that mattered came through with the survivors: Ashlynn, Alabash, the Wizard whose name no one set down, the Cathedral Brothers, and the realm's mightiest sword. The mountains that erupted were called the Brashkadel. They are not on any map of the realms that came after. They were left behind on purpose.

Chapter I

The Realm

From January of 1999 to November of 2001, a small fellowship of players and three storytellers gathered in their inboxes — across timezones, across schedules, across the long quiet hours of a workday — to walk the realm of BlewYonder together.

As young characters in a new world, we discovered far-away woodland cities like Tanglewood. We found hidden tunnel systems that led us into the deep unseen world of the Thieves Guild. We strolled the sandy shores of Southpoint and crossed the desert beyond. We slipped into smugglers' rings in Pirates Cove and into royal halls in Knighton. The world was endless, full of adventure — new towns to explore, new missions from Talon, new faces to meet along the roads less traveled.

Until one Thursday in November of 2001, the storytellers signed off one last time. One final MOVE…. — and the realm went silent.

Until now.

Follow along as we remember, as we honor, and as we try to reconnect what was once lost.

This place is a tribute to that realm, and a quiet beacon to anyone who walked it. If you played, if you knew the storytellers, if any of these names mean anything to you — please reach out. We're still here.

Chapter II · From the Storytellers' Archive

The Welcome

Every player received this letter from the storytellers when they first entered the realm. The words are Brian's, preserved exactly as he wrote them.

— Introduction —

Imagine, if you will, a land of mystery and intrigue; chivalry and romance; wealth and exotic pleasures; adventure and danger to challenge the skill and cunning of even the best of adventurers. Put this all into a medieval setting where castles, centered in majestic cities, seemed to go endlessly into the sky; and the geography of the land included icy mountain regions, magical forests, swamplands, hot barren deserts, and a great sea that holds mysteries yet to be uncovered. Islands rumored to be the home of pirates, or of bronze warriors and voluptuous Amazon women where one's fantasies become reality, or even an island where time stood still. You have entered the world of Blew Yonder.

This land has long been the home of a peaceful and harmonious existence for most of its inhabitants. Knighton, the capital city, has been the focal point of recent unrest and turmoil, which has spread itself throughout the entire land. It was not enough that King John should turn up missing, rumored to be kidnapped; but the Great Harmony Stone, a symbol of peace and unity, which somehow bonded the people of Blew Yonder, was stolen shortly thereafter. Now the people of Blew Yonder have been thrown into a state of chaos and distrust. The land lacks leadership and is in desperate need of those brave enough to adventure out and uncover the secretes that may bring Blew Yonder back to it's once peaceful state. Yet for those who seek greatness by dominance through terror and destruction, the land has opened itself up for them as well; as leadership has vanished and law-and-order are a thing of the past. Those who want Blew Yonder as it once was believe that whomever one day finds King John or can recover the Great Harmony Stone will be the next King of this once peaceful land.

Blew Yonder offers adventures for those seeking power, both good and bad; or for those who just seek to live life to the fullest by themselves and achieve wealth and pleasure beyond their wildest dreams. Whatever your interest or goals, there is no better place or time than to find them here.

Welcome Brave One to The World Of Blew Yonder!

— The First Move —

….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 YOU NOW ARE TRYING TO FIGURE OUT WHAT HAPPENED. AS YOU LOOK AROUND WHERE YOU EXITED THE PORTAL, YOU CAN SEE FROM WHERE YOU STAND A FEW SHOPS AND SMALL STORES. STREET VENDORS HAVE A FEW CARTS SET UP IN THE TOWN MARKET AREA. AS YOU LOOK BEHIND YOU, YOU SEE A SHOP WITH SIGN ABOVE THE DOOR OF A SWORD AND SHIELD. TO YOUR LEFT ABOUT A HUNDRED YARDS IN FRONT OF YOU SITS AN OLD MAN ON A PORCH WITH A GREY BEARD. HE IS LOOKING AT YOU WHILE HE SWINGS BACK AND FORTH IN HIS ROCKING CHAIR. AS YOU DECIDE WHAT TO DO YOU CAN TELL BY THE SUN LIGHT FROM THE CLEAR SKY YOU HAVE ABOUT FIVE HOURS OF SUNLIGHT BEFORE EVENING SETS IN. YOU STAND WHERE YOU ARE AND DECIDE WHAT TO DO.

MOVE….

Chapter III

The Lands

The realm was held by two lords under one king. Lord Carlton kept the West. Lord Bronston kept the East. The outer isles answered to neither fully — and one of them, perhaps, to no one at all. This is the geography Drake walked, and the geography Drake never reached.

Knighton — The Royal Seat

King John's domain. The center of the realm.

The royal walled city of Knighton

Knighton

Royal Walled City · The Sea Coast

The capital of the realm. King John's seat. Stone walls, bustling markets, gulls overhead, and the scent of salt always in the air. The Royal Guard under Kayleel kept the city safe by day — travelers, traders, and wealth moved freely through its streets. After dark, the port quarter took on a different character. But Knighton was the political and commercial heart of BlewYonder, and most of the realm's important decisions were made within its walls.

Known in the elder days as Atlantis, before the renaming.

The Western Realm

Lord Carlton's domain. The settled lands, the great forest, and the frontier of the Great River.

The elven forest town of Tanglewood

Tanglewood

Elven Forest Town · Lord Carlton's Seat

Founded in honor of Tendimos Tangle, ninety percent elven, nestled deep in old-growth forest. Lord Carlton's seat and the heart of the Western Realm. Home of the Talon outpost — a members-only office where the realm's hardest jobs were quietly contracted out. When Lord Carlton needed something handled across the realm, he sent word to Talon. When something near-impossible needed doing, you sent word to Talon. Smitty the whitesmith worked his elvin steel here. Penic crafted his bows of elfin oak. The arena drew warriors from across the realm for the Golden Acorn class.

Northshire — Glacier Bay and the Ice Palace

Northshire

The Frozen North · Glacier Bay

The frozen north — where Glacier Bay meets the mountains and the long road climbs past the Ice Palace into wastes that few traveled and fewer returned from. Northshire was where the Fighters Guild sent its trials: where men went to find out who they were when no fire burned but their own. Markets and shelter at Johan's. Steel from the Cold Steel Armory. Refuge at the Mission of Hopeful Warmth and the Snowy Lodge. And on the southern edge of town, the Ice Princess Magic Den — where rare boons were granted to those who came with pure heart and right purpose. Beyond the town, only ice.

Rock Ridge — frontier town along the Great River

Rock Ridge

Frontier Town · The Great River

A frontier town on the Great River, where the law wore a Sheriff's badge and the docks moved goods upriver to the heart of the realm. Carlton's western reach extended this far — but Rock Ridge kept its own counsel and ran on its own grit. Mongo's Armory. Johnson's Inn. The Livery Stable, the Tavern, the Mission. Cottages and farms along the river. The town held the line between the settled lands and what waited beyond them.

Serpents Corner — treacherous mountain pass south of Three Peaks

Serpents Corner

Mountain Pass · South of Three Peaks

A treacherous mountain region south of Three Peaks. The rock formations themselves twist in serpentine patterns — that is how the place got its name. Older than the realm. Older than the names anyone living now remembers. A narrow switchback road descends through basalt and granite peaks toward a small fortified waystation tucked into a notch in the stone. Weathered standing stones along the road bear faded carvings of coiled serpents — markers from an age no one alive now remembers placing. Mist clings to the lower passes; the upper peaks catch a sharp golden sun.

The coastal trading town of Southpoint

Southpoint

Coastal Trading Town · The Desert's Edge

Where the great sea meets the dry hills, sun-bleached sandstone houses on a long curving bay. Big Nast's Fighters Guild kept its hall here. It was where things slowed down — the realm's southern crossroads, where caravans arrived and missions began.

The Eastern Reach

Lord Bronston's domain — fallen. The wild coast, the working ports, the gateway to the storms.

Storm Gate — Lord Bronston's seat on the eastern frontier

Storm Gate

Eastern Frontier · Lord Bronston's Seat

The eastern frontier outpost. Lord Bronston's seat. A fortified town carved into a wall of basalt sea cliffs along a stormy coastline, where the realm ended and the open sea began. Stone watchtowers rise at intervals along the cliff edge; a heavy gatehouse opens onto a deep harbor where stone breakwater arms reach into the water like the prongs of a gate. Iron Claw came up out of Storm Gate. Cambion fled to it after the wars and lived out his last years there under another name. The gate that fronts the storm.

Break Water — eastern coastal harbor town

Break Water

Eastern Harbor · The Working Port

The eastern coastal harbor town. A working port sheltered behind massive stone breakwaters, where fishing boats and merchant cogs rode out the seasons together. A weathered stone lighthouse stands at the end of the longest breakwater, lantern lit at every dusk. Behind the harbor, a working town climbs a low rise: timber-and-stone houses with red tile roofs, smoking chimneys, sail-mending lofts hung with drying canvas. The town knew the sea the way only working ports know it.

Diamond Sky — high-altitude bard country in the northeast

Diamond Sky

Bard Country · The High Mesa

The high-altitude bard country in the northeast. A festival town on a mesa above a sea of low clouds, where the sky itself earned the name — stars in unnatural quantity and aurora that should not be that bright. Drake came here yearly to play drums at the festival. Brian planted an NPC named Joshua here too — a bard with a fire drum, in the Diamond Sky area, who Drake never found. Slim watchtowers, open-air drum platforms, lanterns and braziers throughout. The atmosphere was musical, reverent, and slightly otherworldly. The Bard's Guild called this place home.

The Outer Isles

The islands of the realm — sacred, mystic, half-mythic, primordial. Some Drake walked. Some Drake never reached.

Pirates Cove — a seedy harbor on a volcanic island

Pirates Cove

Volcanic Island Port · The Open Sea

A rough port clinging to a rocky island. Smugglers' alley. The kind of harbor where fences moved goods nobody wanted traced, where brothels lit their lanterns at sundown, and where cutthroats made their living in the dark between the dock pilings. Cambion and Scarface ran the off-path roads from here. Smoke from the volcano always on the wind. A working seaman's town that nobody respectable visited twice.

The Isle of Justice — the realm's high tribunal on a southern island

The Isle of Justice

Southern Island · The High Tribunal

A southern island that holds the realm's high tribunal. Tiered terraces of pale limestone rising from blue-green water; a colonnaded courthouse at the summit where the realm's highest matters were decided. Ceremonial steps cascade down toward a sea-gate harbor. Smaller stone buildings cluster below the tribunal — chambers, scriptoriums, the more austere fortress block at the lower terrace where the realm held its high prisoners. The motif of a balanced scale carved into the harbor gate. Cypress trees frame the upper terraces. Solemn, dignified, removed from the affairs of the mainland.

Mystic Isle — seat of the magical orders

Mystic Isle

South-Central Island · The Magical Orders

The south-central island where the realm's magical orders gathered. Veiled in a mist that never quite lifted. The sea around the island unnaturally calm, with a faint silver shimmer on its surface. At the island's center, an ancient stone circle of standing stones, one tilted, partially overgrown with ivy. Beyond the stones, slender organic towers rose from the misty interior, leaning slightly toward each other, faintly glowing with a cool blue-green inner light at their windows. Small drifting lights — perhaps wisps, perhaps lanterns, impossible to tell — floated just above the water near the island's edge.

Paradise Isle — the legend of the eastern seas

Paradise Isle

Eastern Seas · The Legend

The legend of the eastern seas. The place travelers spoke of with longing and from which few returned. Seen from offshore through a faint sea mist, the island was unnervingly perfect: a curving white-sand beach, water of such clear turquoise it seemed lit from beneath, palm groves heavy with golden fruit. Terraced gardens climbed a gentle rise behind the beach to a colonnaded marble pavilion at the highest point. Drake never made it to Paradise Isle. Few did. Those who landed forgot what they had come from. The light on the island, sailors said, was permanent golden hour. The mist around it had its own faint inner glow. It was almost too beautiful to be real — paradise as something to fear as much as to long for.

The Isle That Time Forgot — primordial wilderness in the far north

The Isle That Time Forgot

Far Northern Island · Primordial

The far northern island the realm's people knew of but never quite mapped. A primordial scene: dense ancient jungle vegetation that should not have grown that far north, sheltered in some impossible microclimate. Towering ferns, cycads, hanging vines as thick as a man's leg. A great waterfall poured down from cliffs of black volcanic stone into a primordial lagoon. In the middle distance, the silhouettes of impossibly old stone ruins — or perhaps just the natural shapes of the cliffs, no one ever got close enough to be sure. In the lagoon, just barely visible, the back of a large reptile of unknown species cresting the dark water. The sense was that this place had been there long before the realm and would be there long after.

Chapter IV

The Players of BlewYonder

Thirteen players walked the realm across the saga's three years. Many were members of Talon, some were clergy, and others lived for mischief and mayhem, causing terror across the lands. These are the names they carried.

Drake the Thief

Drake

Thief · Talon

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.

Cowbird the Master Thief

Cowbird

Master Thief · Leader of Talon

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.

Iron Claw — Defender of Good

Iron Claw

Fighter · Storm Gate & Talon

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.

Cambion the Sorcerer

Cambion

Sorcerer · The Redeemed

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.

Scarface — Cambion's right hand

Scarface

Rogue · Pirates Cove

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.

Kayleel — Royal Guard captain

Kayleel

Royal Guard · Knighton

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.

Amberlea the Cleric

Amberlea

Cleric · Talon Recruit

A junior cleric who first appeared in Southpoint. Talon retained her for several major missions when healing was needed in the field, and she served alongside Tuiggi until the end. One of the survivors of the war that took so many of the others.

In Memoriam

The Fallen

Six knights died in the line of duty. They were not faceless casualties — they were six real players, six real people, who watched their characters fall in real-time emails and had to write back. Some chose their deaths in glory. Some held their ground when they could have run. We remember them all.

Pendleton the wizard

Pendleton

Wizard · Purple Robes

Talon's wizard. Walked into council chambers in purple and gold like he was about to recite a poem. Cast spells of teleport and protection that kept his fellow operatives alive on more contracts than any of them could count. Fell in the war alongside the others.

Jannek the psionic

Jannek

Psionic · Brown Robes

A Talon operative from the Three Peaks. Son of a psionic reader, he could move objects with his mind. "He stayed. He died." A choice his player made knowingly when the war turned against them. A death we still respect.

Tuiggi the senior cleric

Tuiggi

Senior Cleric of Talon

Talon's senior cleric. Held vigils for everyone else, and prayed every operative home alive. "She wanted to end her character in glory and not sit in some cleric den the rest of her life." So she stood hard and did her best. She earned her ending.

Three more whose faces we have not yet drawn — but whose names we still carry:

Manda

Warrior · Steel Gauntlets

Weston

Fighter

Koltar

Mage

Weston and Koltar should have given up. They died fighting.

Chapter V

Pillars of the Realm

Behind the players stood a wider cast — the elders, the leaders, the keepers of the old places. The realm had bones, and these were some of them. All voiced and run by the storytellers themselves.

Lord Carlton — Lord of the Western Realm

Lord Carlton

Lord of the Western Realm · Tanglewood

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.

Lord Bronston — Lord of the Eastern Realm, fallen in the wars

Lord Bronston

Lord of the Eastern Realm · Storm Gate · Fallen

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.

Hawk — Leader of Talon

Hawk

Co-Leader of Talon

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.

Rooter on the porch

Rooter

Talon Elder · Tanglewood

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.

Big Nast — Master of the Fighters Guild

Big Nast

Master of the Fighters Guild · Southpoint

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.

Master Rap the Grand Wizard

Master Rap

Grand Master of the Realm · Three Peaks

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.

Kandie the half-elf archer

Kandie

Archer · Talon

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.

Artimus the axe warrior

Artimus

War Axeman · Talon

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.

Deanna the cleric

Deanna

Cleric · The Golden Acorn Class

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.

Jinx the rogue-witch

Jinx

Rogue · The Thieves' Guild

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.

Chapter VI

The Storytellers

Three storytellers built and ran BlewYonder Knights from January of 1999 to November of 2001. Their voices became the realm — its weather, its people, the small jokes whispered behind the throne. Without them, none of this happened.

B

Brian

Lead Architect of the Realm

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.

S

Scott

Co-Storyteller · Purple Ink

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.

A

Anne

Co-Storyteller · Heart of the Realm

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."

Brian's voice — words that may help someone find this place

  • "Losing is temporary. Quitting is permanent."
  • "You have always known my name Drake. You just never thought hard enough."
  • "Welcome to life, how may we help you?"
  • "Seek out the town of Kolleje."
  • "Record events, not statuses."
  • "Enjoy the movie when it comes out and please see it opening week."
  • "One ring binds us all."

Chapter VII

The Chronicles

Across three years, the saga unfolded in three volumes. Forty-seven story arcs. Nearly a thousand moves. Plus the recovered Origins archive, reaching back to December of 1991. The full record exists.

Volume I

1999

The Realm Awakens

A realm in chaos. New arrivals at Knighton. The hunt for Cambion across the realm. The carnival that wasn't a carnival. The stone shapers, the desert raids, the council mysteries. Knightings, betrayals, hard-won friendships. Thirty-nine arcs across one impossible year.

Read the chronicle →

Volume II

2000

Code Name Stryker

Talon's hunt for the old wizard Stryker. The graduation arc. The Cambion redemption. The pursuit of Scarface. The Isle that Time Forgot. Five arcs and a goodbye letter from Brian that read like one parent passing the torch to another: "Welcome to life, how may we help you?"

Read the chronicle →

Volume III

2001

Return to Ashbow

The final volume. The Great War — six knights of Talon fell. The Old Man on the road. The young hobbit at his side. The reveal that nobody saw coming, when the storyteller wrote the words: "You have always known my name. You just never thought hard enough." The Sun Ring found its keeper. The realm closed in November.

Read the chronicle →

Origins

1991–1995

The Realm Before Talon

The recovered archive. One hundred fifty-four files, preserved with their original timestamps, surfaced in May 2026. Sir Cowbird's first receipt, dated December 4, 1991. The lineage from Ashbow Keep through Fantasia. The city of Atlantis that became Knighton. The eight founding guilds. Tendimos Tangle the elf founder. Pendleton and Tuiggi waiting in a name pool, four years before they would fall in the Great War.

Read the archive →

Chapter VIII

Index of the Realm

A reference of every name, place, and pillar that appears in the saga. For those who walked these lands once and want to find their way back.

Lands & Regions

Atlantis
The elder name of Knighton, before the renaming.
Ashbow Keep
The realm that came before BlewYonder. Destroyed in the dragon war of June 1992. Read the four preserved messages.
Brashkadel Mountains
The mountain range whose eruption ended Ashbow Keep. Not on any map of the realms that followed.
Break Water
Eastern coastal harbor town. Working port behind massive stone breakwaters. Lighthouse at the longest breakwater's end.
Diamond Sky
The high-altitude bard country in the northeast. Drum festivals, aurora skies. The Bard's Guild called this place home.
Elfin Port
Coastal town in the elder realm of Ashbow Keep, struck early in the dragon war. Brother Trandemeer's seat. Smitty kept the blacksmith shop.
Enchanted Forest
The great forest of the western realm, containing Tanglewood at its heart.
Hoth
The deep north beyond Northshire. Where Drake completed his Fighters Guild trial.
Knighton
The royal seat. King John's castle, the Royal Armory, the Royal Pub and Inn, Lady Anne's Clothier. Known in elder days as Atlantis.
The Isle of Justice
A southern island that holds the realm's high tribunal. Colonnaded courthouse at the summit, sea-gate harbor at the base.
The Isle That Time Forgot
The far northern island. Primordial jungle, ancient ruins, untouched waters. Older than the realm.
Mystic Isle
The south-central island where the realm's magical orders gathered. Standing stones, glowing towers, a sea that never quite stilled.
Northshire
The frozen north. Glacier Bay, the Ice Palace, the Ice Princess Magic Den. Where the Fighters Guild sent its trials.
Paradise Isle
The legend of the eastern seas. The place travelers spoke of with longing and from which few returned.
Pirates Cove
Volcanic island port north of the central sea.
Rock Ridge
Frontier town on the Great River. Sheriff's Office, Mongo's Armory. Western reach of Carlton's domain.
Serpents Corner
Mountainous region south of Three Peaks. The rock formations themselves twist in serpentine patterns.
Southpoint
Southern coastal town. Golden Stallion Stables, Oceanview Pub & Inn, the Southern Star Shipwright, Fallen Sword Mission, White Sands Beach.
Storm Gate
Lord Bronston's seat. Eastern frontier outpost on the basalt cliffs. Where Iron Claw entered the realm and Cambion fled to after the wars.
Tanglewood
Forest town at the heart of the western realm. Lord Carlton's seat. Home of the Arena, Talon, and the Golden Acorn class.
Three Peaks
Mountainous region just west of Knighton. Master Rap was buried here.

Pillars & Lords

King John
Monarch of the realm. Seat at Knighton.
Lord Carlton
Lord of the Western Realm. Seat at Tanglewood. Talon's patron.
Lord Bronston
Lord of the Eastern Realm. Storm Gate, the wild islands. Fallen in the wars.
Queen Galena
"The golden queen." Last queen of Ashbow Keep. The royal egg was stolen from her, and she rode in the air attack that ended Kings Port.
Big Nast
The realm's greatest warrior. Held the streets of Ashbow Keep with the blacksmith Duncan in the final hour. Survived through the portal. Later taught Swords and Shields at the Tanglewood Arena.
Duncan
Famed blacksmith of Ashbow Keep. Stood beside Big Nast at the end.
Sansabeth
One of the five magic users who fled the fall of Ashbow Keep. Left through her hidden cave before the dragons arrived.
Ashlynn
Survivor of Ashbow Keep. Brother to Alabash. Escorted to the Cathedral and through the portal by Big Nast himself.
Alabash
Brother to Ashlynn. Survived Ashbow Keep through the portal.
Master Rap
Buried at Three Peaks. Drake found his edge at Rap's funeral.
Brother Trandemeer
Of Elfin Port.
Smitty
Blacksmith at Elfin Port.

Institutions

Talon
Lord Carlton's contract-services outpost in Tanglewood. Operatives took retained work for hard jobs. Co-led by Hawk and Cowbird.
The Defenders of Good
Iron Claw's post-war organization on the eastern side of the sea. Founded after the wars to prevent another fall.
The Arena Schools
Twenty-four teachers based out of the Tanglewood Arena. Big Nast taught Swords and Shields. Artimus taught Horsemanship. Jinx taught Thieving. Kandie taught Bow. Rooter kept the books.
The Fighters Guild
The institution that initiated trained fighters into its ranks. Drake's trial took him north past Northshire into Hoth.
The Cathedral
Sanctuary of the Brothers. The realm's magic users gathered here in the final hour of Ashbow Keep.

The Players

For full tributes, see IV. The Players of BlewYonder and In Memoriam: The Fallen.

Drake
Thief, Talon. Knighted October 1999.
Cowbird
Co-leader of Talon. Master thief of the realm.
Iron Claw
Storm Gate, then Talon, then home again to found the Defenders of Good.
Cambion
Sorcerer of Pirates Cove. Walked back from the dark in the spring of 2000. Lived out his final years as a merchant of cursed items in Storm Gate, under a changed name.
Scarface
Cambion's right hand. Ran the docks of Pirates Cove. Did not survive the war.
Kayleel
Captain of the Royal Guard at Knighton. Later King.
Amberlea
Cleric. Talon recruit. Survivor of the Great War.
Pendleton
Wizard, Talon. Fallen in the Great War.
Jannek
Psionic, Talon. Fallen in the Great War.
Tuiggi
Senior Cleric of Talon. Fallen in the Great War.
Manda
Warrior. Fallen in the Great War.
Weston
Fighter. Fallen in the Great War.
Koltar
Mage. Fallen in the Great War.

A Call Across Time

If You Walked This Realm

We're trying to find each other again. If you played BlewYonder Knights at any point between 1999 and 2001 — as Cambion, Iron Claw, Pendleton, Manda, Tuiggi, Jannek, Amberlea, Weston, Koltar, Scarface, Kayleel, or any other knight — please reach out. If you knew Brian, Scott, or Anne — the storytellers — please reach out. If you are Brian or Scott or Anne — please reach out. We'd love to hear from you.