Iomandra Story Hour

Markn

Explorer
Iomandra Story Hour – A 4e World, a PF2 Tale, and a Two-Year Journey

Greetings, fellow adventurers and story hour enthusiasts!

It is with great excitement — and no small amount of nostalgia — that I introduce the Iomandra Story Hour, a passion project years in the making that we are finally ready to share with this community.

What is this?

This story hour is set in Iomandra, the rich and storied campaign world created by the legendary Chris Perkins for his 4th Edition D&D campaigns. The mechanics, however, belong to Pathfinder 2e, and the story itself is very much our own telling — inspired deeply by Chris's original work, but shaped by the players who lived it and the writer who gave it new life on the page.

Meet the Party

Four players. Four characters. One unforgettable journey.

  • John as Salanthyr Ympyros
  • Adam as Marduk
  • Amanda as Nephthys Romanzi
  • Shawn as Prepotente
One of the quiet joys of this story hour is watching not just these characters grow, but the group grow — the bonds, the dynamics, the rhythm of four people finding their way together as both a party and as friends. The group growth is every bit as compelling as the individual arcs, in addition to the main campaign story arc.

How the Story is Told

The entire narrative is chronicled through the eyes of Salanthyr Ympyros himself, as set down in his personal journal. This means the story is deeply intimate — you are not merely an outside observer watching events unfold, but a reader peering over Salanthyr's shoulder as he records the world as he sees it. His voice, his perspective, and his private thoughts are woven throughout, giving the story a layer of interiority that goes well beyond a simple account of battles won and dungeons cleared. What he chooses to record — and how he chooses to record it — is very much part of the story itself.

The Shape of the Thing

Here's what you can expect:
  • A complete story told across 6 volumes and 92 episodes, comprising approximately 1,800 pages of adventure
  • Each episode covers one or more sessions of play, shaped into a cohesive chapter of the larger tale
  • 1 episode per week, every week — no gaps, no hiatuses, no wondering when the next installment will arrive. Consistent, reliable releases you can count on, followed by a DM synopsis midweek to keep the conversation going between installments
  • A story that is already fully written — so if you invest in these characters and this world, you will see how it ends. No abandoned threads. No cliffhangers left dangling forever. The conclusion exists, and we're bringing you there

What Kind of Story Is This?

Iomandra is high fantasy in the truest sense. Expect genuine character growth, laugh-out-loud humor, gut-punch drama, layered intrigue, and moments that will genuinely challenge your sense of right and wrong. There are surprises, twists, and turns woven throughout, and for the eagle-eyed readers among you, there is foreshadowing and callbacks buried in places you may not notice until the second time through.

And our four heroes do not travel through an empty world. Iomandra is populated by hundreds of NPCs encountered across this journey — and many of them are far more than set dressing. Allies, rivals, villains, and everyone in between: a great number of these characters recur throughout the story, carrying their own histories, agendas, and influence. The world shifts and breathes around the party, shaped by the people within it just as much as by the heroes themselves.

This is a story with a heartbeat.

A Note on the World Itself

I'll confess to something of an obsession: I believe I have assembled the largest existing repository of data on Iomandra currently out there — lore, maps, history, campaign details, the works. It has been a labor of love tracking it all down. If any of you happen to have obscure Iomandra materials, notes, or resources I may have missed, I would genuinely love to hear from you. I am always looking to expand the collection.

A Word of Gratitude

I'll be honest about where this comes from. I was inspired — as a reader and as a gamer — by the great story hours of this community. PirateCat, Sagiro, Shemeska, and Sepulchrave (if I recall his original handle correctly, who authored the fantastic Tales of Wyre) and others — these authors set a standard that shaped how I think about collaborative storytelling. This project is, in many ways, my attempt to give something back to the community that gave me so many wonderful stories.

The campaign itself was written by one of the players, and together we worked to polish and elevate the prose into something we hope is worthy of your time.

But I also want to take a moment for something more personal. John — Salanthyr Ympyros himself — spent countless hours writing the story of our adventures, and I don't think that effort can be overstated. I know there were times it felt like a burden, and I know the weight of that work was real. But John, I want you to know that your players — all of us — are truly and deeply grateful for what you gave us. Because of you, we can return to these adventures whenever we yearn to relive them. We can open those pages and be back at that table again.

This campaign, and the story the five of us told together, is the single greatest highlight of my DM storytelling journey. It is something I will carry with me always. Thank you, John, for being a part of it. Thank you for every hour, every word, and every moment you poured into this. It means more than you know.

One Honest Caveat


This was never originally intended to be a story hour — it grew into one. As a result, the earliest episodes are a little rough around the edges. We ask for your patience there. The writing finds its footing quickly, and by the time the campaign hits its stride, we think you'll be glad you stuck around. We hope you engage with us, ask questions, and join us on the exciting journey ahead. We will do everything we can to earn your time spent with us.

So pull up a chair, pour yourself something warm, and prepare to set sail on the world of Iomandra. We are so glad you're here.

The journey begins in just a few short weeks from now. We hope you'll join us!
 

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Player to player, John and Mark, I think you both did an amazing job building and recording this journey, and the countless hours you put into this is priceless. It was an honour to be part of this brilliant campaign ~ Amanda
Character to character, Sal, you could have said nicer things about me... I am the greatest who ever lived, obviously (eyeroll) ~ Nephthys
 
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Player to player, John and Mark, I think you both did an amazing job building and recording this journey, and the countless hours you put into this is priceless. It was an honour to be part of this brilliant campaign ~ Amanda
Character to character, Sal, you could have said nicer things about me... I am the greatest who ever lived, obviously (eyeroll) ~ Nephthys
Salanthyr to Nephthys. Just two things to say.
1: Stop reading my journal.
2: I said what I said, get over it. 😁

Player to player, we did some crazy stuff…… mostly you, and that’s what you’re reading. 🤪. Seriously though this was the best 4 year campaign ever for me. Also the only 4 year campaign I’ve been a part of but that’s not relevant….. haha
 

Hi folks,

We're starting one week from today! Our plan is to post story updates every Thursday evening (our time), with DM episode summaries following on Sunday evenings.

You might be wondering why we're bothering with summaries at all. Two reasons. First, they're a useful way for us — and you — to keep track of the main campaign arcs. A lot happens each session, and it's easy for the bigger threads to get lost in the details, so having a guide to refer back to felt worthwhile. Second, the full episodes are a substantial read, and we're asking a lot of newcomers to dive straight in. The summaries give people a quick taste of the story with far less commitment up front — an easier entry point for anyone who wants to get a feel for things before jumping into the full experience.

We went back and forth on whether the summary or the full episode should go up first, and ultimately decided the summary should come after — that way, anyone already invested in the story won't run into spoilers they didn't ask for.

See you on the other side of the first episode!
 

Iomandra Story Hour – A 4e World, a PF2 Tale, and a Two-Year Journey

Greetings, fellow adventurers and story hour enthusiasts!

It is with great excitement — and no small amount of nostalgia — that I introduce the Iomandra Story Hour, a passion project years in the making that we are finally ready to share with this community.

What is this?

This story hour is set in Iomandra, the rich and storied campaign world created by the legendary Chris Perkins for his 4th Edition D&D campaigns. The mechanics, however, belong to Pathfinder 2e, and the story itself is very much our own telling — inspired deeply by Chris's original work, but shaped by the players who lived it and the writer who gave it new life on the page.

Meet the Party

Four players. Four characters. One unforgettable journey.

  • John as Salanthyr Ympyros
  • Adam as Marduk
  • Amanda as Nephthys Romanzi
  • Shawn as Prepotente
One of the quiet joys of this story hour is watching not just these characters grow, but the group grow — the bonds, the dynamics, the rhythm of four people finding their way together as both a party and as friends. The group growth is every bit as compelling as the individual arcs, in addition to the main campaign story arc.

How the Story is Told

The entire narrative is chronicled through the eyes of Salanthyr Ympyros himself, as set down in his personal journal. This means the story is deeply intimate — you are not merely an outside observer watching events unfold, but a reader peering over Salanthyr's shoulder as he records the world as he sees it. His voice, his perspective, and his private thoughts are woven throughout, giving the story a layer of interiority that goes well beyond a simple account of battles won and dungeons cleared. What he chooses to record — and how he chooses to record it — is very much part of the story itself.

The Shape of the Thing

Here's what you can expect:
  • A complete story told across 6 volumes and 92 episodes, comprising approximately 1,800 pages of adventure
  • Each episode covers one or more sessions of play, shaped into a cohesive chapter of the larger tale
  • 1 episode per week, every week — no gaps, no hiatuses, no wondering when the next installment will arrive. Consistent, reliable releases you can count on, followed by a DM synopsis midweek to keep the conversation going between installments
  • A story that is already fully written — so if you invest in these characters and this world, you will see how it ends. No abandoned threads. No cliffhangers left dangling forever. The conclusion exists, and we're bringing you there

What Kind of Story Is This?

Iomandra is high fantasy in the truest sense. Expect genuine character growth, laugh-out-loud humor, gut-punch drama, layered intrigue, and moments that will genuinely challenge your sense of right and wrong. There are surprises, twists, and turns woven throughout, and for the eagle-eyed readers among you, there is foreshadowing and callbacks buried in places you may not notice until the second time through.

And our four heroes do not travel through an empty world. Iomandra is populated by hundreds of NPCs encountered across this journey — and many of them are far more than set dressing. Allies, rivals, villains, and everyone in between: a great number of these characters recur throughout the story, carrying their own histories, agendas, and influence. The world shifts and breathes around the party, shaped by the people within it just as much as by the heroes themselves.

This is a story with a heartbeat.

A Note on the World Itself

I'll confess to something of an obsession: I believe I have assembled the largest existing repository of data on Iomandra currently out there — lore, maps, history, campaign details, the works. It has been a labor of love tracking it all down. If any of you happen to have obscure Iomandra materials, notes, or resources I may have missed, I would genuinely love to hear from you. I am always looking to expand the collection.

A Word of Gratitude

I'll be honest about where this comes from. I was inspired — as a reader and as a gamer — by the great story hours of this community. PirateCat, Sagiro, Shemeska, and Sepulchrave (if I recall his original handle correctly, who authored the fantastic Tales of Wyre) and others — these authors set a standard that shaped how I think about collaborative storytelling. This project is, in many ways, my attempt to give something back to the community that gave me so many wonderful stories.

The campaign itself was written by one of the players, and together we worked to polish and elevate the prose into something we hope is worthy of your time.

But I also want to take a moment for something more personal. John — Salanthyr Ympyros himself — spent countless hours writing the story of our adventures, and I don't think that effort can be overstated. I know there were times it felt like a burden, and I know the weight of that work was real. But John, I want you to know that your players — all of us — are truly and deeply grateful for what you gave us. Because of you, we can return to these adventures whenever we yearn to relive them. We can open those pages and be back at that table again.

This campaign, and the story the five of us told together, is the single greatest highlight of my DM storytelling journey. It is something I will carry with me always. Thank you, John, for being a part of it. Thank you for every hour, every word, and every moment you poured into this. It means more than you know.

One Honest Caveat


This was never originally intended to be a story hour — it grew into one. As a result, the earliest episodes are a little rough around the edges. We ask for your patience there. The writing finds its footing quickly, and by the time the campaign hits its stride, we think you'll be glad you stuck around. We hope you engage with us, ask questions, and join us on the exciting journey ahead. We will do everything we can to earn your time spent with us.

So pull up a chair, pour yourself something warm, and prepare to set sail on the world of Iomandra. We are so glad you're here.

The journey begins in just a few short weeks from now. We hope you'll join us!
Looking very much forward to this!
 


Greetings fellow adventures and readers. The time has come to begin our tale that took us 4 years to complete. This first post will be two separate ones with a short introduction of our characters first. If you just wish to get into the story then skip this post and start at the next one that begins… Finding Our Way – Volume One.

We hope you enjoy our journey through Iomandra and from Mark, Adam, Amanda, Shawn and myself, John, welcome.



Introduction

This journal is the personal account of Salanthyr Ympyros—my account. It follows my path across Iomandra and into worlds stranger and older than anything this island ever prepared me for. Along the way, I made friends I would bleed for and enemies I nearly died from, often in the same afternoon.

I wrote this knowing my companions might one day read it. That consideration drove certain precautions. Throughout these pages you will find passages marked in red—my private thoughts, recorded in special ink that evades casual detection, since magical protections can be unpicked by anyone with the right spell and the wrong intentions.

Sample hidden text.

Hidden in plain sight, these notations capture what I genuinely believed in the heat of each moment: my honest assessments of our victories, our failures, and the people I traveled alongside. I have tried to record events accurately, because a dishonest chronicle helps no one. If my companions dispute my account, it is almost certainly because I questioned one of their decisions. I stand by that.

What follows is a complete story. It has a beginning, a middle, and an end—and the end, I promise, will not leave you bitter.

— Salanthyr Ympyros​

Salanthyr Ympyros​

Born Varuuc 18th, 1453

I was born on Baelcrest, in the human empire of Bael Nerath, to parents who had no business being there and knew it. Salandria and Thyros Ympyros were eladrin—rare in Iomandra, rarer still in a human city—and Baelcrest was a deliberate choice. Humans, my parents understood, overlook the obvious. Their lands become useful to anyone who would rather blend in than be catalogued. Over time they grew genuinely fond of the place and its people, and some of that fondness passed to me, though mine comes attached to a wariness theirs never quite developed.

What I did not know until recently was that my parents were spies, agents of Cendriane, the eladrin homeland folded inside the Feywild. They were dispatched over a century ago to observe Iomandra and report on key observations and targets. All of it remained opaque to me, by design. They had retired from that life decades before I was born, or so I understood it. I have since revised that understanding several times.

I uncovered the first piece of it two years ago, when my own curiosity led me to a hidden chest in my parents' home. Inside were coded documents, artifacts that hummed when touched, and a handful of legible scraps that mentioned time spent in Io'calioth a century ago. I have not yet broken the cipher in the remaining documents, though I have copied everything. The chest's existence told me they knew about it. My discovery of it told me they had decided to let me find it.

I have been studying the arcane arts, quietly and for some time. My parents started that journey, but I have pushed beyond their comfort. They knew about that too, I suspect, and said nothing. I choose to interpret their silence as approval.

My education pulled me skyward from the beginning. My parents pushed abjuration — protective magic, the careful work of shielding—and I kept drifting toward the elements and then past them, toward the sky itself. The fifth element, as some call it. The one that doesn't move through the world but contains it. The stars hold records older than any library I have access to, and I have spent years learning to read them, knowing I am still learning to read them.

What they showed me recently was a celestial conjunction forming, tied to the island of Kheth. A lesser dragon overlord's territory. Rare alignments like this one have corresponded historically with dragon overlord shifts, sea battles, and portal openings. The possibility of a Fey portal—a path to Cendriane, to something that might illuminate what my parents were hiding—felt proportionate to the risk of going.

My parents, to my surprise, agreed without much argument. They provided a letter of introduction to Aiven Niri, an eladrin scholar of portals in Tyrak'n. With their blessing, I booked passage.

The night before landfall, something small and winged dropped a sealed letter through my porthole. Its eyes glowed. It looked, somehow, grief-stricken.

The letter's contents I will not reproduce in full here. What I will say is this. My parents vanished from their home in the middle of the night, days after I left. The house was searched. The chest was found and emptied—the originals taken. I have the copies. Whatever is in those documents is something someone wants badly enough to take them for.

I arrived in Tyrak'n already a day behind.

The letter read, in part:



Salanthyr,

You don't know me. But I know you, and I knew your parents well.

I worked alongside Salandria and Thyros for nearly five decades before they retired to their quiet life in Bael Nerath. I write to tell you that mere days after you departed, they vanished from their home in the dead of night.

The house was searched. Every corner disturbed. Even the hidden chest—they knew you had found it; you are not as stealthy as you believe, and it is fortunate you chose a different path than theirs. The originals were taken. You have copies, and I believe those copies contain something the people who took your parents very much want, though I cannot say what.

The only mercy: there was little blood. They were taken, not killed. For now.

Study the copies. Decode them. And watch your back.

Stay vigilant, and tread carefully…





Nephthys Romanzi​

Born Erynian 20th, 1456

Erynian 20, 1474


Three months on Kheth, and the freedom still feels foreign.

In Io'calioth, someone was always watching, tracking what I took, what I said, what I was. Here I can breathe wrong and no one notices. It's disorienting in the way that only genuine freedom is, when you've never tasted it.

I turned eighteen today. Lucien, who runs the Talisman, caught me lifting a coin from a drunk old greybeard to cover my birthday ale. He didn't say anything—just gave me the look. The look that says he knows exactly what I am and has decided it doesn't bother him. We talk often. He feeds me the town's gossip, the old Sea King stories, who holds real power and who only thinks they do. In exchange, I scrub the tavern floor after the last drunk has gone home. It's an honest arrangement.

I grew up in Eastwallow—worse than it sounds, given that the phrase "plague-soaked Westwallow slums" exists for comparison. My parents were broken nephilim who preached brokenness as virtue. Know your place, they said. Prove to them we're worth tolerating. They wanted me to spend my life earning the right to exist at the edges of a city that had already decided what tieflings deserved.

My grandmother saw something different in me. She called it potential. She arranged for me to come to Kheth—away from Io'calioth and its perfumed cruelties, its nobles gossiping over other people's affairs, its rich children buying their way through the Imperia Collegium while people like me were held responsible for every theft that occurred within a quarter mile of our horns. The City of Jewels’ walls shielded it from war, but not from the venom of its own people. Eastwallow, where my parents groveled, was a pit of petty thieves who’d pin their crimes on tieflings like me. But I was never caught. I am sharper than that. Destined for more than the scraps they offer. I intend to surpass them. Grandmother never said it plainly, but we both understood. Io'calioth couldn't contain me. It would not claim another innocent tiefling victim.

The sea is not small. The sea is where everything flows—money, secrets, power, knowledge. The Sea Kings rule this world without armies or thrones, because they control the arteries. Everything flows through them.

Grandmother showed me the true path of our Asmodean blood. The fire she lit is mine to tend. I’ll burn bright enough to eclipse them all.

One day, perhaps, a Sea Queen will rise.

I intend to be ready when she does. And to be her.





Marduk​

Born Shivrah 10th, 1445.

The Prophecy of Marduk



From above I saw the World;

Whole and clean,

Inequity was not. Corruption was not.



From the mountain I saw the land;

Plentiful and pure.

Greed was not. Lust was not.



From the forest I saw the trees;

Innocent and pure.

Idolatry was not. Division was not.



From the ground I saw the sky;

Godly.

Envy was not. Ignorance was not.



From His heart I saw the field;

Barren and without life.

Seeds were not. The flock was not.



He saw this and wept for his Children.



He planted the seed and brought the flock,

But where grain was to grow

And nourish his Children,

Briar and weeds grew.



Corruption grew. Inequity grew.

His Children wept.



A Father's heart broken. Children led astray.

A world forgotten.



But compassion grew in the Child's heart, if only for a moment.

A House broken. A Father lost.

The Mother mourns to the grave.

Siblings unknown to one another.



Like dew in the morning sun, these words would fade from my waking mind—

but forever be etched in memory.

Though I can hardly recall.


— — —​

The Life of Marduk

I grew up on Arkhosia's grandest estates, the son of a dragonborn important enough to keep secrets from his own children. Our lands bordered the last patches of true wilderness, and my brother and I treated that wilderness as ours—mapping the cave system at the northern edge of the property, naming its chambers, making it a small and private kingdom.

The storm came on a day that started like any other. Rain like I had never seen, flooding the caves in minutes. We were swept off our feet. My brother went under. I went under. The water closed over us both.

I said it in the dark, drowning. "Io, grant me strength to save us."

What happened after that is a gap. I remember standing outside the cave, my brother beside me, the storm gone. Whether we were saved, or whether it happened at all, I have never been able to say with certainty. The memory has the quality of something too large for the mind that holds it.

Unfortunately, the storm never truly ends. In the wake of the cave's ordeal, a darker shadow fell upon us. Mere days later, our home was shattered by invaders who tore Father from us, condemning him to death. Mother, consumed by despair, could not bear the loss and soon followed him into the grave. My brother and I were left with fragmented memories, most probably warped by the grief of children too young to hold them straight.

The Church took me in. My brother, too. He was older and more rebellious. He ran away. They stripped away my family name—in Dragovar society, only noble dragonborn keep surnames; everyone else is known by a single name, without context or lineage. The Divine Cast became my family, Io my father, Tiamat and Bahamut my siblings. I buried my brother's face so deep in memory that there are days I wonder if I invented him entirely.

That was the past.

Now, corruption festers in the Church. In the empire’s rulers. In the marrow of power everywhere I have looked. The great cataclysm, the sinking of Iomandra's lands, taught the empire nothing—it only taught them to hide their sins more elegantly. Io sees through the elegant hiding.

Io has called me to Kheth. I do not yet know what I will find there. I know what I am looking for. The truth beneath the surface of things, and the will to speak it when I find it. What I do with it after that is between me and my god.



Prepotente​

Born Garyx 8th, 1450.

I came to Kheth the hard way—in the wreckage of a ship called the Morrow's Folly, driven onto the reefs during a storm that had no business being that violent. I was very small then. What I remember of the voyage itself is almost nothing. What I remember is waking up on the sand.

Captain Denarion Morrow chose to stay. He had brought these children somewhere dangerous, watched his ship come apart on the rocks, and then decided that enough sailing had happened for one lifetime. He became what passed for a father to me and the other survivors—firm, quiet, bearing the weight of something he refused to name. He gave us nineteen years on an island that was not his own. He would not say what he had been taking us from, or what he had been taking us toward.

I grew into a young man with an extraordinary talent for magic and an equally extraordinary talent for complication. I want to know everything. I have always wanted to know everything. Philosophers say this is an impossible desire. I regard impossibility as a provocation rather than a boundary.

Few other orphans remain now. Errol and Kyosh are the only ones left. The others—dead or vanished, one by one, in ways that stopped feeling like coincidence somewhere around the third or fourth death.

Captain Morrow knows something about why. Whatever it is, I intend to find out.



A Beginning – New Friends​

Shivrah 1st, 1474

The ship finds Tyrak'n before I'm ready for it.

I stand at the rail as we coast into the harbor and look at what will apparently pass for civilization: a scatter of sun-bleached wooden buildings pressed against the eastern shore, a half-finished stone wall that seems to have lost its ambition partway through, a dock that creaks with modest expectations. After weeks at sea I had hoped for something that would lift the spirits. This is not that. The air smells of salt and fish and something faintly rotten, and the sky is the color of old pewter.

I disembark with what I have left—a near-empty purse, no allies, and a list of things I don't know that would fill a library. Where my parents are. Whether they're alive. How to find a portal to another plane, or even confirm that one exists. I have chased every lead I could find and arrived here with nothing to show for it. This small, bleak town at the edge of the known world is where the trail ends. If someone took them, they would answer for it. That much I know with more certainty than anything else.

— — —​

The first days pass quietly. I keep my head down, watch, and listen—habits that have kept me alive longer than cleverness has. I let the town's rhythms wash over me, learning the faces, the patterns, who talks to whom and when.

What I hear, eventually, is this: a Fey portal may be near. Not open yet, but its time draws near. I find the source of the rumor: an eladrin named Aiven, who teaches the arcane arts to what passes for an educated class here. She is cautious with her words, the way people are when they know something and aren't sure who deserves to know it. But she confirms enough. The portal exists, or will. The question is when, and where.

I need answers. That means I need people. And in Tyrak'n, people means the Talisman.

— — —​

The Talisman is the old ship-turned-tavern at the docks—the only inn the town has, which makes it the centre of everything whether it wants to be or not. I have spent several evenings there, nursing Lucien's ale and listening to conversations I'm not part of.

Three people have caught my attention.

The first is a boy called Prepotente—a name that seems designed to invite misfortune, and perhaps that's the point. He's young, local, and magnetically strange, with a restless hunger to him that I recognize better than I'd like. His particular obsession, as best I can tell from overhearing him, is knowing—everything, all of it, a complete accounting of the world. A beautiful and doomed aspiration. The only paths to that kind of knowledge run long and dark, and most of them require bargains that cost more than the knowledge is worth. He is also, apparently, an orphan piecing together a past from scraps. I find him more relatable than is comfortable. Helping him may open doors.

The second is a tiefling girl who works the tables—Nephthys. She is all smiles and light feet and cheerful conversation, the kind of person a room forgets to watch carefully. I haven't made that mistake. I've listened to her talk with Lucien when she thinks the noise of the room covers them, and what she describes for herself is nothing so modest as a barmaid's life. She wants to rule the seas. She has also, I'm nearly certain, lightened at least two patrons of more coin than they intended to spend. She is going to be useful or dangerous. I have not yet decided which.

The third is Marduk—a dragonborn cleric I shared a ship with on the crossing. He is a curious puzzle: devoted simultaneously to Bahamut, Tiamat, and Io, a trinity that most would consider either deeply heretical or deeply confused. His sermons, when he gives them, have a habit of straying into territory that makes the empire's loyalists uncomfortable. I have found myself, more than once, nodding along. But I have also been burned before by dragonborn who wore dissent like a costume and watched to see who agreed. His ideology may align with mine. His actions will tell me whether to trust him.

For now, I watch. I wait. And somewhere on this island, a door to another world is beginning to open.
 

FINDING OUR WAY

Volume One

The Journal of Salanthyr Ympyros
​



Episode 1 – Kheth

Shivrah 11th, 1474

Almost two weeks on this island, and still nothing. I have walked its beaches at dawn, pressed into its forests at midday, watched its people from the corners of taverns at night—and not a single thread leads back to my parents. Whatever brought them here, or took them from it, left no trace I can find. What follows is what I have learned instead: the shape of this place, its history, its people. Perhaps if I understand the island, the island will eventually give up its secrets.

— — —​

The island is called Kheth, though it has worn other names. Dragonborn explorers charted it in 808 DY and christened it Azun'zadi—then promptly left, having found it crawling with things that wanted to eat them. For over a century it served the Dragovar nobles as a hunting ground, a place to test their courage against rage drakes and worse. By the time they had killed everything worth killing, colonization followed as naturally as the tide.

The name changed in 1100 DY, when a green dragon named Kheth tore the island from a copper dragon named Irindol and decided it deserved a better title—his own. Travelers who disagreed rarely lived to argue the point. The Dragovar made it official in 1375 DY. The name has stuck ever since, written in blood and pride.

Seen from the rigging of a tall ship, Kheth is a rough triangle, fifty miles from north to south. Beaches curl along the northern, eastern, and southern coasts, pale and pleasant enough. The western face is another matter: sheer black cliffs that drop straight into the sea, as though the island turned its back on something out there and never looked again.

The interior is rainforest, dense and restless. Hills rise and fall beneath the canopy, cut through with gorges that swallow sound. The forest is generous to those who know it—timber, topsoil, fruit, herbs, game—and the town trades what it harvests for grain and wool from islands better suited to open fields. It is a symbiotic arrangement, if you don't mind the spiders.

The climate earns its subtropical reputation. Summers are warm and close, the air thick with moisture and the smell of vegetation, interrupted by brief veils of misty rain that cool nothing and soak everything. Winters bring real storms—not dangerous, but insistent—and once or twice a season the sky throws down hail that rattles the wooden rooftops before softening back to rain. The sea, strangely, remains calm through all of it. I find that more unsettling than storms would be.

As for the wildlife: stirges, fire beetles, snakes enough to fill a nightmare, scorpions, spiders, boars, and the occasional spitting drake that will ruin your afternoon. The harmless creatures exist too, somewhere. The rage drakes that once drew Dragovar hunting parties are supposedly gone—supposedly—and I note that the locals say this with a relief too fresh to be entirely convincing.

There is one other landmark worth noting, beyond the town: a ruin on a hill at the island's heart, old enough that no one agrees on who built it. Serpentine figures coil over every surface—stone snakes, or something that resembles them. The locals don't talk about it much, which means it is either very boring or very dangerous. Nothing in my experience has ever been very boring.

— — —​

Tyrak'n is the island's only town, pressed against the eastern shore like something that washed up and decided to stay. The name is a contraction of Tyrak's Town, after the human explorer Tyrak von Zarkyn, who arrived in 1369 DY chasing rumors of treasure and found hill giants and orcs instead. His crew won that particular argument with considerable bloodshed, helped themselves to the gold, and Tyrak spent the proceeds building a trading post. The Dragovar, impressed by his audacity or amused by it, named him magistrate. The post became a town. The von Zarkyns became its dynasty.

The current magistrate is Tyrak's grandson Cyrik—steady, watchful, not a man who misses much. What little escapes his notice is caught by his wife Thariel, who seems to know everyone's business before they've finished conducting it. I have been careful around her.

The town itself is modest: mostly single-story wooden buildings, practical and sun-bleached. Two structures announce themselves in stone and ambition—Von Zarkyn Manor, two stories with a turret that surveys the street below, and the Temple of Avandra across from it. There is also an old garrison tower on a hillock at the edge of town, currently wrapped in wooden scaffolding like a patient in bandages, awaiting repairs that the town's purse keeps delaying. The wall is another work in progress—the old wooden palisade being replaced, stone section by stone section, whenever funds and masons can be had. Cyrik intends to finish it within a year or two. I suspect it will take longer. The town itself is protected by guard captain Jegger Trout, a stout-hearted halfling, who, by all accounts, is noble and just. Rumors suggest Jegger is tracking some sort of elusive giant on the island who he has dubbed the ‘Ghost Giant’ for how elusive his quarry is.

All told, there are about 200 souls who reside in Tyrak’n. Here is a list of the most notable:

Aiven Niri (female eladrin): Reclusive, good-natured local wizard who lives outside of town.

Alyson Rivers (female halfling): Local priestess of Avandra.

Cyrik von Zarkyn (male human): Grandson of the town’s founder and the current magistrate of Kheth.

Denarion Morrow (male half-elf): Captain of the wrecked ship Morrow’s Folly.

Ghordan Raiko (male human): Captain of the hammership Lantheon under the flag of Sea King Valkroi.

Jegger Trout (male halfling): Captain of the town guard.

Johias Ilum (male human): Local fisherman and town drunk.

Lucien Vezetus (male tiefling): Proprietor of the Talisman (a tavern built into an old caravel).

Magnar Grayshard (male dwarf): Local stonemason, dullard, and son of Szoltan and Voruna.

Szoltan Grayshard (male dwarf): Crusty local stonemason and father of Magnar.

Thariel von Zarkyn (female elf): The magistrate’s wife.

Voruna Grayshard (female dwarf): Wife of Szoltan and local schoolmarm.



The best place to learn anything in Tyrak'n is the Talisman—a tavern built inside the gutted hull of the very caravel that carried Tyrak von Zarkyn to the island over a hundred years ago. The ship never left. Now it sits permanent at the docks, timbers dark with age and ale-smoke, run by a tiefling named Lucien who laughs too easily to be trusted and brews a beer called Impstinger Ale that justifies every word of its name. Once a month, a merchant captain named Ghordan Raiko puts in with the Lantheon, and the whole town treats it like a holiday.

People talk at the Talisman. I have been listening.

One last thing, and perhaps the most interesting: nineteen years ago, a ship called the Morrow's Folly broke apart on the rocks during a storm of unusual violence. The wreck is still there, just beyond the town's edge—ribs of black timber jutting from the southern reef, stripped long since of anything worth taking. The survivors were folded into the town, the children especially, and have lived here ever since. Captain Morrow himself is still among them, older and quieter than I imagine he once was.

He will not say where he was taking the children. He will not say where he was coming from. He will not say much at all when it comes to that night.

I find that very interesting.

— — —​

Shivrah 11th, 1474

The Javanvashir was a Dragovar warship—not the kind of vessel Tyrak'n was accustomed to receiving. The ships that normally made port here were tradesmen and hammerships, low in the water and unremarkable, and built for commerce. A warship was something else entirely. It came in low and dark against the morning light, its hull scarred with the particular wear of a vessel that had seen more than trade routes, and its arrival set the town abuzz. I watched people crowd the docks to look at it the way people look at anything they can't quite account for: mouths slightly open, good sense temporarily suspended, murmuring to each other in a tone reserved for things too large to ignore and too dangerous to approach.

I found myself close enough to two dockhands to catch their exchange.

"That's a war hull if I've ever seen one," one dockhand says to another, coiling a rope he has stopped paying attention to.

"Wonder what business a Dragovar warship's got with a place like this," the second replies, not taking his eyes off it. "We're not worth the time."

"Maybe they're not here for us."

"Everybody's headed somewhere else these days. Doesn't mean they don't stop to look around first."

The ship was commanded by a dragonborn named Captain Zakhijin, his first mate Taazhon at his side. Both men moved with the clipped precision of soldiers who had long since stopped distinguishing between giving orders and breathing. They informed the dockhands they were here for supplies and to put off a few passengers before sailing west to the Myrthon Regency though they did not say why. Their crew, however, were less disciplined, and the word that filtered through the docks in their wake was the same word that had been following warships around for months now. War.

Captain Zakhijin was pointed to the Talisman. His senior crew followed, boots loud on the wooden dock, and the crowd that had gathered to watch them arrive slowly returned to their own business — though the word they'd left behind didn't go anywhere at all. It settled over the town instead.

— — —​

By evening, the Talisman was packed to the timbers. Lantern light and pipe smoke hung together near the rafters, thick enough that the ceiling beams seemed to have grown soft edges. You couldn't move between the tables without negotiating a path through elbows and raised voices, and the air carried the mingled smell of spilled ale, roasting meat, and the particular sourness that comes from too many bodies enjoying themselves in too small a room. Zakhijin's officers were in good spirits. They knew they were sailing into something difficult and had decided to drink first and reckon with it later. They weren't looking for trouble.

Trouble, as it happened, wasn't looking for them either. It simply fell their way.

Johias Ilum—the town's most committed drunk, a fisherman by vocation and a cautionary tale by habit—had had considerably more than his fair share that evening. He managed the sitting portion of the night without incident, holding court at the end of the bar with a story about a fish that grew larger with each telling. He was midway through it—"and I swear on my mother's grave, the thing was as long as this bar"—when he decided, unwisely, that the moment called for another drink fetched personally rather than shouted for.

The walking portion was where things went wrong. He pushed to his feet and set a course around the Javanvashir’s First Mate, heading for the bar, leaning on the air for support it declined to provide. He caught his foot on Taazhon's boot and went down hard. His glass hit the floor and shattered. Those nearby looked over with the mild interest of people who'd seen Johias fall before—someone near the hearth muttered "there he goes again" without breaking off his own conversation.

Taazhon's interest was not mild. He crouched and picked up something from among the shards—a silver dagger, its hilt cast in the shape of an A. He turned it over once in the lantern light, and whatever he saw in it drained the idle boredom clean out of his face. He stared at it for a moment with the expression of a man who had just found a viper in a breadbasket.

It was a Fang of Ardyn. The emblem of the Knights of Ardyn. The empire calls them terrorists, which, in the empire's vocabulary, tends to mean anyone who has made the mistake of inconveniencing it.

Taazhon hauled Johias upright by the collar. "Captain. Look here."

Zakhijin crossed the room without hurrying, the crowd parting for him the way crowds part for men who are used to it. He looked at the dagger, then at Johias, and his expression settled into something harder than surprise. "They're everywhere these days," he said—not alarmed, but disgusted. "Bind him. We'll have his secrets soon enough."

"Captain, on my life, I don't know nothing about knights or empires or—" Johias started, the words tumbling out too fast and too slurred to emphasize his conviction.

"Save it for the questions I actually ask you," Zakhijin said, already turning away.

Johias was tied to a chair with unhurried efficiency. His face was the face of someone who had just understood that the evening had taken an irreversible turn—the drunken good humor gone out of it all at once, replaced by something closer to a man watching his own future rearrange itself without his permission.

While Johias was bound to the chair, Taazhon lingered a moment near the captain, his voice low enough that it wasn't meant to carry—though I was close enough to catch it anyway.

"Let me lead this one," Taazhon said.

Zakhijin glanced at him, something assessing in the look. "You're not usually eager."

"I'm eager for this one." Taazhon's jaw was tight, his eyes fixed on Johias with an intensity that had nothing to do with military procedure. "My sister's husband was accused of corruption two years back—falsely, whatever the tribunal decided. The Knights burned his warehouse to make their point. He was inside finishing a ledger he never got to defend himself with. She's raised two children alone since."

Zakhijin was quiet for a moment. "That's not proof this one had anything to do with it."

"No," Taazhon agreed. "But he wears their mark, and I have yet to meet one of them who didn't have someone else's blood making their cause feel righteous." He said it without heat, which was somehow worse than if he'd shouted it—the flat certainty of a man who had turned his grief into a permanent, practical hatred rather than a passing one. "I'll be thorough, Captain. You have my word."

Zakhijin held his gaze a moment longer, then nodded once. "Thorough. Not excessive."

"Is there a difference, with these people?"

Zakhijin didn't answer that. He simply turned back toward the onlookers in the room.

I thought about that exchange for a long time afterward—how a man could build something as vast and permanent as this hatred out of one warehouse fire and one sister's grief, and how completely he seemed to believe it made him righteous rather than simply wounded. It did not make me any more forgiving of what came next. It did make it harder to think of him as merely cruel.

Nephthys attempted to smooth things over before it could go further. She rose smoothly from her seat, all easy charm, and crossed to where Zakhijin and Taazhon stood over Johias's fallen chair.

"Captain," she said, warm as anything, "surely a man this deep in his cups isn't worth the trouble of your evening. Let us get him out of your hair—buy your table a round on the house, and you'll never have to think of him again."

Zakhijin didn't even look at her fully. "This isn't a matter of hair, girl. It's a matter of empire."

"Of course, of course," she said, undeterred, shifting tack with barely a pause. "But surely a captain of your standing has bigger concerns tonight than one drunk fisherman's poor choice of company. The Myrthon Regency, was it? A man sailing into that kind of trouble hardly needs—"

"How do you know where I'm sailing." It wasn't a question. Taazhon's hand drifted, unhurried, toward the hilt at his belt.

Nephthys's smile didn't waver, but something behind her eyes recalibrated fast. "Small town. Word travels faster than ships do."

"Word," Zakhijin repeated, and something in the word made clear he was now wondering exactly how much word had traveled, and to whom. The temperature in the room, already bad, dropped further.

I watched her realize, in real time, that she'd made it worse rather than better. She'd reached for charm and found she'd handed him a second thread to pull. She held her ground a moment longer, searching for a way back to smooth footing, and found none. The music had stopped. The chatter had stopped. Every head had turned.

Nephthys stepped back toward our table, and for just a moment before she composed herself, I saw something rare on her face: the particular frustration of someone who is very good at this and knows exactly which word cost her the room.

"I need a cleric," the captain said, loudly, to the room at large.

Marduk stepped forward as if ordered by a superior. "Here, sir." He crossed to where Zakhijin stood, hands open, posture careful. "How may I be of service? I am always glad to serve the empire when called upon."

"I intend to have answers. I need him conscious and undamaged between sessions."

The pause Marduk took before responding was very brief. He nodded is understanding.

In the corner, Prepotente took a long pull from his ale. "Well," he said to no one in particular, "naughty word." He said it the way another man might comment on the weather—mildly, almost cheerfully, as though the sentence was an inconvenience rather than a man about to be tortured. I watched him for a moment longer than the comment warranted. There was no flinch in him, no shift in posture, nothing that suggested the scene playing out ten feet away was affecting him the way it was affecting everyone else who knew Johias. He simply watched, took another pull from his ale, and seemed entirely comfortable doing both at once.

What followed was an hour I would rather not have witnessed, though I understood why I stayed. Taazhon and Zakhijin were methodical, unhurried in their process. Taazhon asked his questions, applied his persuasion, and waited for answers with the patience of someone who viewed suffering as a reliable tool rather than a regrettable necessity. Between rounds, Marduk healed the damage—restoring Johias to something approaching whole, so the next round could begin with a fresh start. It was, I must acknowledge, a deeply unpleasant system, one that turned mercy itself into an instrument of cruelty.

At one point, during a particularly bad round, I glanced over and caught Prepotente smiling faintly at something—not at Johias's pain exactly, more at some private amusement I couldn't identify and didn't especially want explained to me. It vanished as quickly as it appeared, and he offered nothing when I looked at him a beat too long.

I filed it away, the way I was beginning to file away a great many things about this new companion of mine, and said nothing.

Johias did not break easily. He admitted membership in the Knights and did not, apparently, see the point in denying something they'd already found the emblem for — but insisted, again and again, through a mouth increasingly unwilling to cooperate, that he had done nothing against the empire. Another round extracted the information that he was meant to meet a contact, though he claimed not to know who, or when. A further round produced nothing new. Taazhon and Zakhijin administered one more, just for good measure, which was the kind of thoroughness that makes men like them effective and men like me quietly furious.

Then it was over. The sailors stood, straightened their coats, and asked for directions to the magistrate. I gave them. Then, without quite deciding to, I fell in behind them. So did Marduk, Nephthys, and Prepotente.

— — —​

At Von Zarkyn manor, Zakhijin laid out his case with military brevity, each sentence delivered like a report rather than an accusation. The four of us provided testimony—witnesses to the incident, which meant witnesses for both sides, whether the captain liked it or not. Whatever Johias was, he deserved a fair hearing.

The magistrate listened to all of it without interruption, then scheduled a trial for the following morning. Zakhijin pushed for execution, as though it were the obvious and only reasonable outcome. We were asked to return in case further testimony was required.

Marduk's role in that interrogation left a mark on me. He healed the injuries Zakhijin and Taazhon inflicted on Johias—not out of mercy, but to extend the fact finding session. It raised questions about his character I wasn't entirely ready to answer.

We managed to get a few minutes alone with Johias afterward. They'd left him in a storeroom off the manor's kitchen, wrists still raw from the rope, his earlier bravado long since drained out of him along with most of the drink. He looked smaller than he had at the tavern, folded into himself on an upturned crate, and when we came in, he flinched before he saw who it was.

"Didn't expect anyone'd bother," he said, and something in his voice cracked slightly on the last word.

He told us his side of it, haltingly at first and then with more conviction as he found his footing.

"They're not what the empire says they are," he said. "The Knights don't want the empire burned down. They want the corruption out of it—the officials skimming grain shipments while whole streets go hungry, the tribunals that already know their verdict before the accused says a word. And those at the top who allow it to happen. Someone has to hold them to their own laws, since they've stopped doing it themselves."

It was, almost word for word, what Marduk preached in his sermons, and I watched it impact him in real time—something shifting behind his eyes as the words settled in, familiar in a way he clearly hadn't expected them to be.

"That's—" Marduk started, then stopped, something guarded crossing his face. "That's close to doctrine I've preached myself. Suspiciously close."

"Suspicious how?" Johias asked.

"How convenient, that a man facing execution happens to describe his cause in words that would move the one cleric standing in the room." Marduk's eyes narrowed slightly, though his tone stayed even. "You knew I was here. You've had all night to think about what might save you."

"I didn't know anything about you until you walked in," Johias said, some heat entering his voice for the first time. "I'm not clever enough to build a lie that precise on the spot, and even if I were, I wouldn't waste it on a stranger's sermon I've never heard."

Marduk studied him for a long moment, clearly unwilling to simply take the coincidence at face value. "Maybe you understand better than most why I serve the cause," Johias added, quieter now. "I never burned anything. Never hurt anyone. I just believed what you apparently believe too—assuming you actually believe it, and this isn't simply something you say from a pulpit."

That landed harder than anything else he'd said. Marduk didn't answer right away, and I watched him turn the accusation over, testing his own conviction against a man who'd just handed it back to him as a challenge rather than a comfort. Marduk said nothing further that night.

I find myself unable to settle on what to make of Marduk's character. A man who healed Johias purely so the questioning could continue, who now openly suspects the same man of manipulating him—there's no single thread here I can follow to a clean conclusion. I suspect this is a conversation we'll need to have eventually, the two of us, plainly and without an audience but today is not that day.

Johias also told me something that had nothing to do with politics. He reached into his shirt with hands that hadn't fully stopped shaking and drew out a thin chain, an amulet swinging at the end of it, tarnished silver catching what little light the storeroom offered.

"This belonged to your aunt," he said. "Alethia. You're Salanthyr, aren't you? Word travels."

My Aunt Alethia had been missing for a year, her absence one of the smaller mysteries folded inside the larger ones surrounding my family—was she a Knight of Ardyn? He had been carrying this for her, kept in trust for the right moment and the right person. He decided that moment was now, and that I was that person.

"She'd want you to have it," he said, pressing it into my palm before I'd fully decided to take it. "More than she'd want me holding onto it, anyway. I never did anything worth the trust she put in it."

I turned the amulet over once, feeling the weight of it settle into my hand, then closed my fingers around it before anyone else in the room could get a good look.

A guide toward my family, perhaps. Or simply a mark, announcing to anyone who knew, to look that the last Ympyros in Iomandra was easier to find than he should have been.
— — —​

The four of us returned to the manor the following morning as instructed, the hall considerably emptier than it had been the night before, most of the town having lost interest once the initial shock wore off. Cyrik sat behind a heavy desk, Thariel beside him, both looking as though they'd slept poorly.

"I've reviewed the testimony," Cyrik said, addressing the room at large. "The four of you spoke to Johias Ilum's character and conduct. Captain Zakhijin has made his position on the appropriate sentence equally clear." He glanced toward Zakhijin, who stood rigid near the wall, arms crossed. "I find no evidence connecting Johias to any act of violence or sedition beyond possession of a symbol. Possession alone, under Dragovar law as I understand it—and as it applies on this island, under my authority—does not warrant execution."

Zakhijin's jaw tightened, though he said nothing yet.

"My verdict is banishment," Cyrik continued. "Effective immediately. He is to leave Kheth and not return."

He read the rest of it out with the flat, careful cadence of a man who knew exactly how unhappy it would make at least one person in the room and had decided to get through it as quickly as dignity allowed.

Captain Zakhijin was not gracious about it.

"Magistrate, you are fortunate that I am on a tight military schedule," he said, each word clipped and deliberate, "otherwise I would report this deplorable decision to the proper authorities and have your title stripped. Nevertheless, I will abide by your ruling, despite your flawed interpretation of Dragovar law." He turned to Johias, who had gone very still. "Mark my words—wherever you flee within the Dragovar Empire, you will be hunted. Your time as a free man is drawing to a close." Then, to Taazhon, without so much as a change in tone: "Ready the crew. We leave immediately."

"Aye, Captain," Taazhon said, and moved slowly toward the door. He paused in the doorway and let his gaze move across the four of us, unhurried, deliberate, the look of a man cataloguing something he intended to return to.

"Rest assured," he said quietly, "the empire's justice will find you for your role in this disgrace."

Then he was gone, boots receding down the manor's outer steps, and within the hour the Javanvashir was cutting back out to open water, sailing west and trailing behind it the gossip that has been on everyone's lips for months now.

War. But not just any war. Civil war.

I watched it go from the edge of the dock, the ship shrinking into a dark line against a lighter horizon and told myself their parting words were simple frustration—the sting of a soldier who'd been made to look foolish in front of witnesses. I am not sure I believe that.

— — —​

The four of us retreated to the Talisman afterward. We didn't plan it—it was simply where all of us ended up, independently and then together, claiming the same corner table without discussing it first. We sat with our drinks and let the evening settle around us.

It was Nephthys who broke it first, tilting her cup toward Marduk with an expression that wasn't quite an accusation. "So. You heal a man just so a Dragovar captain can hurt him again. Care to explain that to the rest of the table, or should I keep guessing?"

Marduk didn't flinch from it. "I explain it to myself every hour since it happened, and I still don't like the answer. If I'd refused, they'd have found someone less careful than me, and Johias would be dead rather than banished. I chose the version where he lives." He turned his cup slowly on the table, not quite looking at any of us. "There's also this—I serve the empire. That oath doesn't come with an asterisk excusing me from orders I find distasteful. I've told myself for years that duty and conscience rarely conflict if you serve carefully enough. Last night was the first time I've had real trouble believing that." He paused. "I'm not asking anyone to think well of it."

"I don't think well of it," I said. "I also don't have a better answer, which is worse, somehow."

Prepotente, who had been quiet since we sat down, finally spoke without looking up from his ale. "You're all treating this like it needs to sit right with you. It doesn't have to. It just has to be over." He took a drink. "It's over."

Nephthys raised an eyebrow at him. "Nothing bothers you, does it."

"Plenty bothers me." He said it flatly, without elaboration, in a tone that closed the door on the question rather than opening it further.

I let the silence sit for a moment before turning it toward myself, mostly because I suspected no one else was going to. "For what it's worth—thank you. All of you. I don't know what would have happened to Johias, or to that amulet, if the four of us hadn't ended up in the same tavern tonight."

"Don't get sentimental about it," Nephthys said, though not unkindly. "We happened to be standing in the same room when it mattered. That's not fate. That's Tyrak'n being small."

"Small enough that we're all still sitting here instead of walking away," I said.

She didn't have a quick answer for that, and for a moment none of us said anything at all—four strangers who had each made the same choice, in the same room, for reasons that hadn't yet been asked out loud. Something had shifted. A shared experience has a way of doing that—particularly one that asks something of you before you've decided what you're willing to give. We had stood in the same room and made the same choice, more or less, and now we were sitting at the same table. Not yet a team but possibly the beginning of one.

We were still there when a dragonborn woman approached the table, unhurried. Serusa, she said her name was—she had disembarked from the Javanvashir along with one other passenger, a gaunt, one-armed elf who lingered near the door the entire time she spoke with us, saying nothing, watching everything. A worn leather case sat at his feet throughout, gripped loosely in his remaining hand as though he'd carried it every mile of the journey and had no intention of setting it down for good. He was introduced only in passing, as "Faerdan, my associate," and offered nothing beyond a thin, humorless nod before returning his attention to the room at large. Something about the stillness of him—the way his remaining hand never quite stopped moving, as though counting something only he could see — left an impression I couldn't immediately account for. Serusa, for her part, had apparently decided to stay behind rather than continue west with the ship.

Serusa introduced herself as a member of the Shan Qabal, a scholarly sect operating within the Dragovar Empire, focused on arcane research and weapons development.

Her proposition was simple. "Forty gold each," she said, "to explore the wreck of the Morrow's Folly along the coast and bring back anything of interest." She said it the way one might offer directions, entirely unbothered by whether we accepted or declined.

The name of the wreck hit Prepotente somewhere personal. He would later reveal it was the ship that had carried him to Kheth nineteen years ago, and he has spent those nineteen years knowing almost nothing about what happened that night or why. Whatever remains of the Morrow's Folly is, for him, a question he has never had permission to ask directly. Forty gold is forty gold though. The wreck has most likely been stripped long since. But most likely is not certainly, and none of us were in a position to turn down either the money or the answer. We accepted.

I sense a long journey unfolding before me. One that might bind me to these companions through many trials. To find my vanished family, I'll need allies. Supporting them now could pave the way for their help later though I won't delay too long in asking.
 

Episode 1 – Kheth – DM Synopsis

Shivrah 1st marks the arrival of three strangers to Tyrak'n: Salanthyr, an eladrin mage searching for his missing parents and a rumoured Fey portal; Nephthys, a tiefling barmaid with ambitions far exceeding her current station; and Marduk, a dragonborn cleric of unusual theological convictions. Together with Prepotente—a local, young orphan of the Morrow's Folly with an extraordinary gift for magic—the four unwittingly embark on the journey of their lives—one destined to change not only their fates, but the fate of Iomandra as well.

Trouble comes to Tyrak’n when the Dragovar warship Javanvashir drops anchor and its officers attempt to arrest the town drunk, Johias Ilum, for carrying a Fang of Ardyn, a weapon associated with terrorists. The heroes intercede and a tense standoff between Captain Zakhijin and Magistrate von Zarkyn ends in Johias’s banishment rather than execution. The Javanvashir departs, leaving behind threats of revenge and whispers of civil war.

In a private conversation before the sentencing, Johias tells the heroes what the Knights of Ardyn are really about: rooting out corruption within the empire, not overthrowing it, as common opinion holds. Marduk, a devoted servant of that same empire, is skeptical of the explanation—to him, Johias’s membership makes him a traitor, and no amount of explanation changes what wearing that emblem means. For Salanthyr, the conversation cuts deeper: Johias has been safeguarding an amulet belonging to his long-missing Aunt Alethia, and now presses it into his hands.

In the aftermath of the Johias encounter, a dragonborn researcher named Serusa—one of two passengers who disembarked from the Javanvashir—approaches the heroes with a proposition: forty gold each to explore the wreck of the Morrow's Folly along the coast. The offer is modest, but the wreck is personal, at least to Prepotente. They accept.

Notes: The Javanvashir is travelling west to rendezvous with a Dragovar fleet assembling near the Myrthon Regency. Taazhon's parting words to the heroes suggest they have made an enemy with patience.
 

Behind the Screen: Episode 1

I have a confession: I love the first session of a new campaign.

There's nothing quite like it. Players show up with fresh energy, brand-new character concepts they're dying to introduce, and a world that is, for them, still a blank slate. They might have a high-level overview of the setting — some names, some history, a rough shape of the world — but this is their first real experience inside it. All of that combines into an intangible kind of energy that I find genuinely thrilling to sit behind the screen for.

The flip side of that thrill is expectation. Not really from the players — they're just happy to be there. The expectation comes from me. I'm the one who has to get it right. The tone, the feel, the roleplaying — it all needs to flow smoothly, and it needs to draw the players in and leave them wanting more. It needs surprises. It needs mysteries. And in this particular episode, it needed something bigger: it needed to make the characters take a stand. This was a call to action, whether the players realized it in the moment or not.

A World on Three Levels

Session one usually means introducing a world. This one meant introducing three things at once.

First, the general setting — the broad strokes players need just to orient themselves. Second, the specific personalities and politics of Kheth, the island where the early campaign would live and breathe. And third, underneath both of those, I needed to lay a foundation sturdy enough to build an entire campaign on top of. Get any one of these wrong, and it's much harder to course-correct later.

The centerpiece of that foundation is the Dragovar Empire — the single most influential faction in the world, and one the campaign will keep returning to. I didn't want to introduce it with a history lecture. Some of it was already sitting in the players' hands, woven into their own character backstories. But it needed to become real, not just background lore, and that happened the moment the Javanvashir warship arrived — and through Marduk's eyes.

Marduk sees himself as a loyal servant of the empire. So when that warship showed up, it wasn't just a plot device to me — it was a moment of pride and purpose for him. And that immediately created a dynamic I couldn't have scripted better if I'd tried: the other three characters were, in various ways, on the other side of that fence. Suddenly the empire wasn't abstract. It was a source of quiet tension sitting right at the table.

That tension only sharpened when I introduced the Knights of Ardyn — the empire's opposition, and, from the Empire's perspective, a band of criminals. The party's reactions split immediately, and entirely organically: Marduk, predictably, was opposed to them. Salanthyr, on the other hand, showed genuine interest. The other two characters shrugged — no strong feelings yet. Four characters, three distinct reactions, and not a single one of them prompted by me. That's the dynamic I want to build a campaign on.

The Moment That Stuck

If you want the scene that captures all of this in miniature, it's small, and it's easy to miss if you're not paying attention.

The ship's captain asks for a cleric. Marduk, eager to serve, volunteers immediately.

Then he realizes what he's volunteered for.

He's not there to heal the wounded or bless the crew. He's there to patch up a prisoner — after every interrogation. No lecture about empire and morality could have landed the way that single moment did. Marduk didn't get a monologue about the cost of loyalty; he got a job, and the job made the cost real. That's the kind of scene I chase as a DM — not one I write, but one I set the conditions for and let the players walk into.

Threads Left Dangling

Not every mystery needs to be about factions and empires. Some of the best hooks are personal.

Johias Ilum was, by every appearance, just the town drunk — until suddenly he wasn't. He's a criminal, and nobody at the table saw it coming. Why does he have that dagger? What happened to him that turned him into the man slumped in the corner of the tavern? And why, of all things, does he have something that belongs to Aunt Alethia?

I don't answer any of that yet. I'm not supposed to.

Alongside Johias, I let slip the faintest whisper of something bigger — rumblings of civil war within the empire. No details. No explanation. Just enough to plant a seed and let it sit there, unattended, for now.

The Call to Action

All of this — the empire, the warship, Marduk's bind, the Knights of Ardyn, even Johias's dagger — was in service of one real goal for episode one: getting the players, through their characters, to decide where they stood.

Is the empire the villain here, or are the Knights of Ardyn the criminals everyone assumes them to be? I didn't want to answer that for them. I wanted the events of the session to raise the question and then get out of the way. How the characters feel about the empire after this episode — whether they see loyalty or oppression, order or overreach — is going to shape the direction of everything that follows.

That's the real call to action. Not a quest hook. A question.

The Takeaway

If there's one thing I'd want another DM to take from this, it's this: you don't need to explain your world's politics. You need to make your players feel them. Give a faction a face, then step back — let the players drive the tension and the decision-making, not you.

Let the party see the world through the different lenses of their own backgrounds. They don't have enough information yet to take firm stances, and they shouldn't. Right now they're in investigation mode, still forming opinions rather than defending them.

The blank slate doesn't stay blank for long. My job in session one is just to make sure something worth building on gets written on it first.
 

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