The Archive · Recovered May 2026

Origins

The Realm Before Talon

Before the Knights of Talon walked the streets of Knighton, before King Carlton wore the crown, before any of the names we remember became canon — there was a smaller realm, a different name, and three storytellers writing one another into history. This is what survived.

The Lineage

In the spring of 2026, a folder of one hundred fifty-four files surfaced from a corner of the past — files preserved with their original timestamps intact, dating back to March of 1992. They told a story we did not know.

The realm we called BlewYonder Knights, the saga of 1999 through 2001 that ended with Drake on the road and an old man with a young hobbit at his side, was not the beginning. It was the fourth telling of a longer story — the latest chapter in a continuum that ran across more than a decade and four named worlds.

The recovered master manual, written in the hand of Lord Bronston and Lord Carlton themselves, said it plainly: "Previous players of Ashbow Keep and Fantasia will be given the opportunity to enter the realm of Blew Yonder, if they so choose." Three games before this one. A storyteller who had been telling stories for years before any of us knew his name.

The Four Realms

  1. Ashbow Keep — earliest, pre-1991. The first realm.
  2. Fantasia — the second telling. A world of Atlantis and the Great Harmony Stone.
  3. Knights of Blew Yonder — assembled August 1995. Atlantis renamed; the world we now call Knighton begins to take shape.
  4. BlewYonder Knights — 1999 through November 2001. Talon rises. The chronicle ends.

The earliest dated entry in the entire archive is a purchase receipt in the character ledger of Sir Cowbird, dated December 4, 1991. He bought a traveler's pack and a black leather cloak with hood. Two days later, a dagger and an amethyst sleep charm. The cloak cost him fifty dollars in the gold of that early realm. He has been Cowbird for thirty-four years and counting.

The World Map

The hand-drawn map of Blew Yonder, last touched on the afternoon of August 12, 1995, at thirty-seven minutes past four. The geography is already familiar to anyone who walked the realm in the years that followed — Knighton in the south-center of the western continent, Tanglewood tucked into the Enchanted Forest, Pirate's Cove and the Isle That Time Forgot, Storm Gate to the southeast where catapults launched fire at passing ships.

                         BLEW YONDER
_____                    _________           N          ____
/\/\ |_______           |The Isle |       W..:..E      | /\/\
/\/\ : North |          |That Time|          :      ___| /\/\
/\/\ : Shire |          |  Forgot |          S     | /\/\/\/\
/\/\ :.......|___       |_________|                | /\/\/\/\
/\/\             |                              ___| /\/\/\/\
/\/\             |___                         _| Diamond /\/\
/\/\   ENCHANTED     |     THE GREAT       __| :   Sky  /  /\
/\/\       .......   |__      SEA         |    :...... /..:
/\/\      :Tangle :     |                 |           /
/\/\ \    :Wood...:     |      ___        |         /
/\/\  \ _ _             |     |   |       |       /
/\/\....... \  FOREST   |     |___|       |__    /   HAUNTED
/\/\Rock  :  \        __|    Pirate's        |   /
/\/\Ridge :   \      |        Cove           |   /   FOREST
/\/\......:    \     |_                      |  /
/\/\            \      |__                   |_/......
/\/\      RAIN   \        |                    |Break :
/\/\     FOREST   \       |_                   |Water :
/\/\/\             \        |                  |_.....:
/\/\/\             .\.......|                    |___
/\/\/\  /\ Three   : \      |                        |___
/\/\/\   /\ Peaks  :Knighton|                            |__
/\/\/\/\  /\       :    \   |         ______
/\/\  /\/\         :......\.|        |______|
/\/\    /\/\/\             \|        Paradise
/\/\Serpents/\/\          __|          Isle
/\/\ Corner : /\/\/\     |                             _____
/\/\........:   /\/\/\   |                            |
/\/\              /\/\   |                          __|
/\/\ \   CENTRAL       __|    THE GREAT SEA     ___|
/\/\   \ SWAMPLANDS   |                        |
/\/\     \          __|                        |
/\/\       \ _ _   |                       ____|...
/\/\  THE       \_ |      ______          | Storm :
/\/\               |     |______|         | Gate  :
/\/\   RED        _|      Mystic          |.......:
/\/\             |         Isle        ___|
/\/\    DESERT   |                    |
/\/\           __|                   _|
/\/\          |                     |           (uncharted)
/\/\.......___|      ______        _|
/\/\South |         |      |      |
/\/\Point |         |______|      |
/\/\______|     Isle of Justice   |
************************************************************
/\/\ = mountain region               | , ____ = land borders
\\  (dashed line) = river    : , .... = township borders

The 1995 master map of Blew Yonder, preserved verbatim from the original archive.

Atlantis & Knighton

Before Knighton was Knighton, the city at the heart of the realm bore another name — Atlantis. The recovered archive carries six separate references to it. The Royal Armory was located "in Atlantis". The Thieves Guild lay "west of Atlantis, past Tangle Wood, underground." The Clerics Guild stood "south of Atlantis, just south of the river near the ferry crossing." The elf town of Tanglewood was described as "about a three day ride from Atlantis." Sir Kayleel, in his 1995 character sheet, was titled "Elite Guard of Atlantis, declared by Lord Carlton and Lord Bronston."

Sometime between the autumn of 1995 and the summer of 1999, the storytellers renamed it. Atlantis became Knighton — the city we know, with King John's castle at its center, the Great River cutting through it from west to sea, and Lady Anne's Clothier already on the corner where it would stand for the next six years.

                           KNIGHTON
\\         _______       ____________     ________ *  *  *  *
  \\      |Livery |     | The Royal  |   | Town   | *  *  * *
  T \\    |Stable |     | Pub and Inn|   | Market |  *  *  T
   H \\   |_______|     |__        __|   |________|   *  * H
     E \\     :            |______|          :         * * E
      ..===...:................:.............:         * * *
      :   \\                   :                       * * *
      :.. G \\        _______  :  # # # # # # # # # #  * * *
        :   R \\     | Town  | :  #  ___      ___   #  * * *
        :...  E \\   | Hall  | :  # |_  |____|  _|  #  * * G
           :    A \\ |_______| :  #  _|        |_   #  * * R
 _______   :      T \\   :     :  # |    KING    |  #  * * E
| Magic |  :.........===.:.....:.===|   JOHN'S   |  #  * * A
| Shop  |..:           \\         # |_  CASTLE  _|  #  * * T
|_______|  :           R \\       #  _|  ____  |_   #  * * *
           :...........  I \\     # |___|    |___|  #  * * *
     ________:______  :    V \\   #                 #  * * *
    |  The Royal    | :     E \\  # # # # # # # # # #  * * S
    |  Armory And   | :..    R \\       ____________   * * E
    |  Training     |   :        \\    |            |_ * * A
    |_______________|   :          \\  | The Royal  | |____ *
             ...........:.......     \\| Shipwright |  ____|*
             :                 :       \\ __________|_|     *
      _______:_____      ______:______   \\           * * * *
     | Lady Anne's |    |  The Royal  |    \\       * * * * *
     | Clothier    |    |   Mission   |      \\     * * * * *
     |_____________|    |_____________|        \\   * * * * *
                                                 \\ * * * * *
_____________________________________________________________
\\ = river;  # = moat; * = sea;  ===  =  bridge or drawbridge
...,:  = town streets

The 1995 map of the capital, when its name was still Atlantis. Lady Anne's Clothier already stood at the southwest corner.

The Guilds

Eight guild halls were chronicled before the archive went quiet. Each had a Master, a council of class representatives, a location in the realm, and a code of equipment and honor. What follows is preserved verbatim from the council rosters of 1994.

The Fighters Guild

Just west of Southpoint

A trail through the woods leads half a mile to a clearing of small cottages and a great cabin with adjoining wings. A fenced mock arena. A large man chopping wood by the side of the cabin, who looks up, wipes his brow, and continues. The door is opened by an older man, recognized as Rooter. Inside: long tables like a tavern, walls hung with weapons and armor and shields. Some have carved their marks into the heavy timbers. The smell of fight fills the room.

The Fighters Guild holds full loyalty for Lord Bronston and Lord Carlton — both members. The High Council meets three days each month. To join, the seeker must complete the Rite of Challenge: the Deed of Humble Service, the Quest, and the Walk of Trial. Those accepted carry the sacred armband, the power ring, full chain mail plus two, the guild dagger, and the brotherhood of many for the rest of their lives.

Council

Master
Big Nast
Archer
Corinna
Thief
Escobar
Bard
Chobin
Magic
Cyric
Fighter
Grekat

The Thieves Guild

West of Atlantis, past Tangle Wood — underground

The guild pin is shaped like a brown key, an inch long, distinct enough that a fellow guildsman knows it on sight — usually worn on the inside of a coat or shirt where it need not be displayed. The guild belt pouch resembles a common pouch from any market, but is deeply padded inside, expandable to three times its size, with adjustable compartments for delicate work. Boots of Silence are bonded to the wearer's feet by a magical process; the soles take pressure quietly, every step almost unheard. Members in the cellar will barter for items needed.

Council

Master
Foleus
Fighter
Tanner
Archer
Stykes
Bard
Aleaha
Magic
Nustrom
Thief
Jinx

The Archers Guild

Just north of Three Peaks, toward Rock Ridge

The Archers Guild crest is a stone arrowhead against a blue sky — the stone for the first arrowhead's beginning, the blue sky for the flight that follows. Members carry an arrow assortment of forty-eight: twelve wooden-shafted with metal points, twelve metal-shafted with metal points, six armor-piercing, six blunt-headed for hunting and stunning, six tipped with smoke bombs, two with sleep gas, two with fire storm. The leather guild armguard holds two extra arrows on the side for quick access when quick fire is needed.

Council

Master
Kelemoor
Fighter
Marcus
Thief
Fidus
Bard
Slipper
Magic
Damius
Archer
Kandie

The Magic Guild

Top of Three Peaks, on Urraca Mesa

The largest council of any guild in the realm — sixteen seats, one for every flavor of magical practitioner. Many of the names on this roster would later become known across BlewYonder as the Cathedral Brothers, but in 1994 they were each a master of their own craft, gathered together at the top of Three Peaks. Brother Trandemeer was simply the Elf. Brother Matriguile, the Wizard. Master Rap, who would later be called Old Wizard Rap of the Elfin Forest, was Grand Master here.

Council of Sixteen

Grand Master
Rap
Wizard
Matriguile
Sorcerer
Ekerdizra
Cleric
Aurora
Mage
Thadius
Psonic
Flindurl
Black Arts
Armastrom
Fighter
Master Su Lei
Thief
Gaswaine
Archer
Zinnabar
Bard
Master Sakahara
Woodsman
Barkov
Elf
Trandemeer
Conjurer
Dremenine
Enchanter
Meribella
Royal
Excelsior

The Woodsman Guild

Enchanted Forest

Members carry leather armor plus three, a leather helmet plus three, leather gloves plus three, a battle axe plus three, a plant kit of seeds and healing, a woodsman dagger, a woodsman belt and sash, and the woodsman pin. Master Fitz, the old elf who would later teach Forest Survival in the Tanglewood arena schools, kept this hall.

Council

Master
Fitz
Fighter
Omacron
Thief
Wyphyl
Archer
Alcoris
Bard
Jastus
Magic
Ali Shiher

The Bards Guild

Outside Diamond Sky, toward Berklee

The most affectionate guild in the archive, named entirely in music puns — every councilmember a piece of theory and every role a phrase from the score. Members carry an instrument of choice, the Fire Flute plus three, two spells, the guild dagger, the guild boots, the guild tankard, the guild pipe, and the guild belt. The location reads "toward Berklee" — perhaps a private nod to the music school in Boston, perhaps a tribute to a member of the storytellers' circle who studied there. The archive does not say.

Council

Master
Treble
Fighter
Rocker
Thief
Lyric
Archer
Rythem
Magic
Melody
Bard
Harmony

The Clerics Guild

South of Atlantis, just south of the river near the ferry crossing

Master Fletcher kept the hall. The council was never finished. Members carried the Robe plus three, a healing pouch, a staff with a gem stone set into it, a necklace of concentration, three cleric spells, the cleric symbol, and the cleric ring.

Council

Master
Fletcher
(others)

The Faires Guild

— unrecorded —

Barely begun. The archive preserves only the membership equipment: dust collection, herb collection, a familiar of choice, a guild symbol for ring or necklace, and a guild belt with pouches. No master was named. No council was ever assembled. The faires were the storyteller's last guild, perhaps the next one he meant to flesh out, perhaps the one that was never meant to be filled.

Twelve other guilds — Wizards, Mages, Sorcerers, Witches, Pirates, Rangers, Reef, Seamans, Icemans, Elves, Dwarfs, Psonics — were planned. Folders were made for each. Files were created. None of them were ever filled. They remain in the archive as one-byte placeholders, doors that were carved but never opened.

Towns & Shopkeepers

The towns of the realm each had their merchants, and each merchant had a name and a face. The recovered archive preserves, in their own first-person greetings, two of the keepers who stood behind the counters of Knighton in the spring of 1994.

Gordon — The Royal Armorer

YOU ENTER THE ARMOR SHOP AND THE SMELL OF SMOKE AND METAL FILL
THE AIR.  TO YOUR LEFT, YOU SEE TWO BEAUTIFUL COATS OF FULL
PLATE ARMOR.  EACH ONE IS ALMOST PERFECT.  AT THE FOOT OF EACH
COAT OF ARMOR IS A SHIELD.  ONE HAS A GOLDEN "B" ON IT AND THE
OTHER HAS A GOLDEN "C" ON IT.

YOU THEN SEE A LARGE MAN ENTER FROM A DOOR IN THE REAR OF THE
STORE.  HE HAS THE LOOK OF MANY BATTLES ON HIS FACE AND YOU CAN
TELL HE IS QUITE STRONG.  HE PLACES THE LARGE HAMMER DOWN AND
TAKES HIS GLOVES OFF AND LAYS THEM BY A SHELF NEAR THE DOOR.
HE WIPES HIS BROW OFF WITH HIS APRON AND HEADS TO THE FRONT OF
THE STORE WHERE YOU ARE.

"Can I help you with anything?  I am Gordon and this is my store."

The two coats of plate armor with the golden B and the golden C — Bronston and Carlton — kept watch over Gordon's shop the entire time the realm stood.

Adams — The General Store

YOU HEAD TOWARD THE GENERAL STORE.  AS YOU ENTER, YOU CANT HELP
BUT NOTICE HOW CLEAN THE STORE IS.  THE WOODEN FLOOR IS SWEPT
AND ALL THE SHELVES THAT YOU CAN SEE ARE FULLY STOCKED.

THE NOISE OF THE DOOR CLOSING DRAWS THE ATTENTION OF AN OLD MAN
WHO IS TAKING INVENTORY IN THE BACK ISLES.  HE WAVES AND WALKS
AS FAST AS HE CAN TO THE FRONT TO GREET YOU.

"Welcome stranger.  You have come to the right place.  They call
me Adams and I am ready to help you."

THE OLD MAN SMILES AS HE WIPES HIS HANDS ON HIS APRON.

The Other Shopkeepers of the Realm

The names of every merchant in every town, recovered from the master shop ledger:

Knighton

  • Gordon — Royal Armory and Training
  • Adams — General Store
  • Lady Anne — Lady Anne's Clothier
  • The Royal Pub and Inn
  • The Royal Mission (healers)
  • The Royal Shipwright
  • Town Market
  • Livery Stable
  • The Magic Shop

Rock Ridge

  • Mongo — Mongo's Armory (catapults, oil-soaked rocks, black powder kegs)
  • Johnson — Johnson's Inn
  • Rock Ridge Tavern
  • Rock Ridge Goods
  • Rock Ridge Mission
  • Sheriff's Office

Northshire

  • Ivan — Ivan's Ships
  • Cold Steel Armory (blowguns, morning stars, javelins)
  • Johan — Johan's Market
  • Snowy Lodge and Tavern
  • Mission of Hopeful Warmth
  • Ice Princess Magic Den
  • The Ice Palace (town hall)

Southpoint

  • Dillon — Dillon's Armory and Training (two-handed swords, halberds, jousting poles)
  • Southern Star Shipwright
  • Golden Stallion Stables (jousting stallions)
  • Oceanview Pub and Inn
  • Southpoint Market
  • Fallen Sword Mission
  • House of Magic

Northshire — Home of the Ice Dragons

The northern mountains of Northshire were the home of the ice dragons — a race of intelligent dragons, white to crystal in color, whose ruler was named Arrlik. Arrlik spoke through telepathic skill. The dragons fed on a special green tender grass that grew in one of the frozen valleys, sustained by a magical amulet that emitted the power necessary for grass to grow in such cold. Their scales, when added to a shield, made it cold-resistant.

Tanglewood — Founded by Tendimos Tangle

Tanglewood was the elf town tucked into the Enchanted Forest, three days' ride from Atlantis. The shops had no signs on them, because everyone in town knew where to go and who was who. Everything was built for small people, of earth and wood, only some of stone. The trees were very large and provided homes for some. The town's location was not known by many; it could be hidden with magic. Many secret tunnels, caves, and passageways. Some of the caves were used to mine special ores. Home of the golden acorn tree.

The founder was named Tendimos Tangle — for years we believed Tendimos Tangle was a place. The 1995 archive corrects us: he was a person, the elf who founded the enclave that bore his name.

The Elfin Ruling Council of Tanglewood

Guild Master
Asparik
Fighter
Tandor
Magic
Chezrik
Archer
Galen
Bard
Paltus
Thief
Treena

Tanglewood Shopkeepers

  • Lady Calen — Magic Shop
  • Laerlee — Glass Blower
  • Lyonsbane — Blacksmith
  • Smitty — Whitesmith ("Smitty's")
  • Haylee — General Store
  • Lanister — Pick & Axe
  • Verlia — Inn and Cafe
  • Penic — Archers Shop
  • Tek & Taz — Arena Schools
  • Gimbie — Dock Foreman
  • Carter — Wood Shop
  • Dobbs — Bank

The Arena Schools

Every levelable skill in the realm was learned at an arena school, and every school had a master trainer. The full roster, recovered from the 1994 trainers ledger:

Rooter
Arena log keeper and bookie
Big Nast
Swords and shields
Tanner
Dagger
Fitz
Forest survival (old elf)
Cyric
Quarterstaff
Master Sakahara
Meditation
Ali Shiher
Focus
Damius
Seamanship
Omacron
Mace and flail
Grekat
Axe
Aleaha
Throwing skills
Fidus
Missile skills
Artimus
Horsemanship
Alcoris
Swimming
Kelemoor
Mountain survival
Stykes
Cave survival
Jinx
Thieving skills
Nustrom
Brawling and feint
Master Su Lei
Hands and Feet fighting
Wyphyl
Night combat
Kandie
Bow skills

Many of these names appear elsewhere in the canon — Big Nast as Master of the Fighters Guild, Tanner as the Thieves Guild's Fighter, Fitz as Master of the Woodsman Guild, Master Su Lei and Master Sakahara on the Magic Guild Council. Brian's world held characters in multiple roles, the way real towns hold real people.

The Storytellers

One file in the recovered archive — the smallest one, two hundred twenty-six bytes — was simply a roster. It read:

Brian, Anne, & Scott.



Kayleel, Cowbird, Hawk, Twylite, & Ceres.

Artimus  -  Land Dwarf colony of Sayer.

The three Game Masters — Brian, Anne, and Scott — and the five founding-era players: Kayleel, Cowbird, Hawk, Twylite, and Ceres. Plus Artimus, who held the dwarf colony of Sayer apart from the rest. Eight names, on a single page, that built a world together.

Brian wrote as Lord Bronston and Lord Carlton. Anne is honored in the realm as Lady Anne, whose clothier still stood on the south bank of the Great River when the realm closed in 2001. Scott — we know less about Scott. He had moved to Los Angeles by October 1999. Whatever he wrote, he wrote it before he went.

Cowbird's First Receipt

The earliest dated entry in the entire archive is a list of purchases on Sir Cowbird's character ledger. The character file itself was last modified on March 9, 1992. The dates inside go back further — to the first month of his adventuring, almost three months earlier.

                          THIEF COWBIRD #416

PURCHASES...

12-4-91   TRAVELERS PACK, 1 BLK.LEATHER CLOAK W\HOOD     $ 50.00
12-4-91   1 8" DAGGER W\SCABBARD, 5 SETS DARTS [T.20]    $ 35.00
12-6-91   3 LEATHER BELT POUCHES                         $  5.00
12-6-91   1 AMETHYST CHARM (SLEEP CHARM)                 $125.00
              ENDUCES SLEEP IF YOU ARE HOLDING IT IN
              YOUR HAND WHILE TALKING TO SOMEONE..
              IF YOU TOUCH THEM..THEY AWAKE IMEDIATELY.
12-6-91   1 SET LEATHER ARMOR AND HELMET                 $275.00
12-10-91  UPPED DEXTERITY 5 POINTS               $ 50.00 / 1 EP
12-12-91  200 FT TWINE 1\4TH" THICK                      $  5.00
                                          BALANCE   $455.00 / 24 EP

Sir Cowbird's first month in the realm — December of 1991. He has been Cowbird ever since.

Companions of the Realm

Few details survive the years like the names of the small creatures who walked beside the heroes. The 1995 character notes preserve three companions of Sir Cowbird:

Banditt

A white ice owl. Cowbird's truest companion, who traveled with him through the realm. The same owl whose silhouette still flies in the hero image of this archive.

Jericho

A young Atlantis Enchanter who rode with Cowbird. The character notes record him only briefly — "also seen with a young Atlantis Enchanter known as Jericho" — but his presence in the saga is preserved.

Gertrude

A grey female mule. "She has a full set of saddle bags and harness to pull a wagon if needed." The most practical of his companions, and the most loved.

Twylite, in her own 1995 record, held the title Grand Knight, Keeper of the Golden Acorn, Savior to the Elfin Council Members. She wore a golden acorn necklace set with five crystals — purple for Grand Knight, yellow for Loyalty, red for Hero, green for Forest, and clear for Clarity.

The Spell Books

Four spell books survive in the archive, each laying out the magic that came naturally to one of the four magical classes. Mages and Sorcerers held the largest collections — twenty-some spells across the first four levels of practice. Bards specialized in protection and community. Clerics in healing.

The spells of the first level were universal: Trap Detection, Heal, Cure, Awaken, and Sleep. The spells of the higher levels diverged. By Level 4, the Mage hurled Fire Walls and made things invisible. The Bard charmed animals and shielded the wounded. The Cleric spoke with plants. The Sorcerer cast Fire Balls that could level a clearing.

A character with magical aptitude could buy any spell on a scroll at one of the four magic shops — the Knighton Magic Shop, Northshire's Ice Princess Magic Den, Southpoint's House of Magic, or Tanglewood's nameless shop kept by Lady Calen. Once read aloud, the spell was cast and the scroll spent.

The Names That Waited

In a small file called NAMES, the storytellers kept a private pool — a list of names that had not yet been given to characters but might one day be needed.

MALE                FEMALE
Wulgar              Mouse
Pendleton           Kylia
Jennak              Meriba
Iiswyn              Tuiggi
Ferret
Weasel
Annelwin
Callvyn
Ulstoy

Two of those names — Pendleton and Tuiggi — would not be given out for another six years. They appear in the chronicle of Volume III, in November of 2001, on the list of fallen knights of the Great War. The storyteller had been keeping them in the drawer the entire time.

The Gem Stone Device

The closing arc of Volume III — the search for the missing Black Stone, the gathering of the Sun Ring, the storm of the Great War — was already laid out in the archive of 1994. In the trainers ledger, hidden between notes on weapons and survival, this single paragraph:

Gem Stone Device in Elfin Port at Brother Trandemeer's
cave hut.  8 gems to fit device.  Colors are Red, Orange,
Green, Yellow, Clear, Purple, and Blue.  The Black one
is missing.  All 8 together can control weather and
temperatures.

Trevor — evil Thief out to find the black stone.

Six years before the players walked the closing of the realm, Brian had set the trap. Brother Trandemeer was already keeping the device in his cave hut. Seven gems were already known. The eighth — the Black Stone — was already lost. And Trevor the evil thief was already on the road to find it.

The storyteller knew where his world was going long before his players did. That's how the realm felt so coherent in November of 2001. The closing was not improvised. It had been there from the beginning.

A Note from the Archivist

This page exists because, in May of 2026, a folder of one hundred fifty-four files was found in a corner of the past — a folder belonging to Sir Cowbird, who has been Sir Cowbird for thirty-four years and counting. The files were plain text. Their timestamps, untouched since the Clinton administration, dated as far back as March of 1992. Some had not been read by anyone in three decades.

What you have just read is the surviving record of a realm that began before most of us had email, that ran through the dial-up years and the Y2K turn, and that closed quietly in November of 2001 with the line "You have always known my name, Drake. You just never thought hard enough."

The realm was built by three storytellers — Brian, Anne, and Scott. We are still looking for them. If you knew them, or played alongside them, or were one of them, the gate is open at the bottom of this archive.

— Preserved with care, May 2026.

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