Arcs
The long stories, gathered in order. An arc is one traveler’s stretch of road, from the first step to whatever it cost them.
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Full journal →All arcs
21 total
Dark WorkRavenholdt sends Willers to Kalimdor to investigate whispers of armies in the south. His cover is a trade dispute. His real mission is something darker.
Desert RootsThe silithid threat is real. Radomir and Durn follow the trail south, through goblin markets, ancient texts, and a wound in the desert that cannot be ignored, toward a truth that changes everything.
Stranglethorn PiecesAfter Loaf is injured, Brannock hears of a dwarf game hunter in Stranglethorn who can heal any animal. What he finds there is more than a cure — it's a temple full of troll madness, and one very small survivor who refuses to be left behind.
The CompanyWylde finds more than a mission in Silithus. He finds a place where he belongs — and people who will make him pay for every moment of it.
The HollowWillers leaves for Kalimdor. The shadow magic they dabbled in together does not leave with him.
The Long WalkWylde walks away from the only job he had and finds himself on a boat to a continent he's never seen — for reasons nobody will explain.
The ThornDurn finds proof the corruption is real — a piece of something that doesn't belong in any forest he knows.
The Old Guard and the NewWillers sits at Ravenholdt's table for the first time and sees what thirty years of war have cost the people around him and what they might cost him.
The Unwitting AnchorWhile shadow wars rage in secret, Brannock walks through the ordinary world, and learns that his freedom has never been free.
A Father's FootstepsElira follows the faint trail of her father's past through Southshore and finds a truth heavier than any answer she was looking for.
Veils Of HillsbradWillers’ first real work for Ravenholdt ends with more than just a scratch.
The Shen’dralarRadomir ventures into the wilds of Feralas seeking answers only the Shen'dralar can give, but some doors are best left unopened.
Road To RavenholdtMonths after Goldshire, Willers finds himself in the northern foothills — richer in stories, poorer in coin.
The Silent ForestSomething is wrong in the forests of Feralas. The birds have fallen silent, and Durn intends to find out why.
Southshore DaysWillers and Elira steal two days in a Southshore autumn, a brief pocket of warmth before the road pulls them apart again, and a promise that takes root whether they're ready for it or not.
Quiet WorkWylde takes a job as a bodyguard for a wealthy merchant with questionable methods and learns that staying silent is still a choice.
Girls on Quests and Pirate ShipsBrannock notices the human girl in the corner of the inn. Wonder if their paths will cross?
The Road BetweenElira returns to what remains of her childhood home and finds a different kind of emptiness than she expected.
No More Easy CoinCoin running thin in Elwynn, Willers heads west to find work in the desperate farmlands of Westfall.
Shadows And SecretsA bored young man takes a dangerous job from a skeptical town guard.
Brannock, Meet LoafA curious dwarf walks into a tavern, hears tales of a beast no one can catch and walks out with a friend for life.