Home Storyboard Realm Vision
Shadows of Erevan
The visual storyboard — three books, three threads, one realm
PrequelHope of One
Book OneThe Stolen Realm
Book TwoThe Dark Citadel
Book ThreeThe Mirewood Reckoning
ProtagonistSolen
AntagonistDraveth / Serath
The Bloodline
The Eastern Thread
The Governance Thread

Canon photography from the project reference library. Painted scenes appear only where no canon image exists yet.

Ironfeld
Northern Realm · Mountain City
Ironfeld
Twin snow-capped peaks cradle the walled city. A river cuts through its heart toward the flat farmland below.
Accord Citadel lies south
The West Coast
Western Erevan · Coastal Moorland
The West Coast
Ancient moorland that simply ends at the sea. A lone needle of rock older than any name.
Bren’s road home
The Bioluminescent Tunnels
Underground · Gallantria
The Bioluminescent Tunnels
The light comes from the life itself — a glowing canopy beneath the earth.
Light source · origin unknown
The North Tunnels
Subterranean
The North Tunnels
Dressed stone one side, raw volcanic rock the other. Light only comes from ahead.
Single file · no torches
Gallantria — The Entrance
The Holds · Cliff Face
Gallantria — The Entrance
Carved into living rock, invisible unless you know where to look. The secret library within.
Petra · Bible lock
Gallantria — The Deep Halls
The Holds · Interior
Gallantria — The Deep Halls
Architecture cut downward into the earth. The master book waits — a door without its key.
Kailasa · master book
Ancient Ruins — The Watching Face
The River Country
Ancient Ruins — The Watching Face
A face so large it became geography. In the underlay the buildings are whole and alive.
Dual-alphabet everywhere
Ancient Ruins — The Carved Halls
The River Country
Ancient Ruins — The Carved Halls
Every surface worked in the ancient script — the same letters as the trophy, the stone, and Eiram’s marks.
Banteay Srei · Bible lock
Aveland
The Eastern Reaches
Aveland
Terraces holding the light, channels sequenced so the reflection is never the same twice. Home of the Fallomur.
The jacket · emiat ej
Myrethis
Beneath the Greymere Strait
Myrethis
South of Ledland, below the sea. Living light breathing with the tide. Thessaly’s four centuries.
Founding stone origin
The Tideborn Kingdom
The Coast
The Tideborn Kingdom
Nari’s people — the ocean realm blamed for a staged incident, carrying manufactured grievance.
Nari’s home waters
The Falls
The River Country
The Falls
The thousand-cascade curtain hiding the tunnel entrance and the glowing key stone.
Tumpak Sewu · Bible lock
The Mirewood Approach
The Western Reaches
The Mirewood Approach
The shore where Omendris told Solen the quest — the book is a door, and a door is not enough.
Book Three waits here
The Ashwastes
The Deep West
The Ashwastes
The red desert at the western edge. The machine’s reach thins here — and older things remain.
Wadi Rum · Bible lock
The Floating Reaches
Above the Eastern Void
The Floating Reaches
Fragments suspended at various heights. The dragons stopped. The air relic waits. The child will be born here.
Air relic within
Eiram at the Reaches
The Void Boundary
Eiram at the Reaches
Standing where a dragon chose not to continue. She calculated both outcomes and chose not to defer.
Vel ren dorn ei sol
Dragon Peaks entrance Dragon Peaks hall
The Dragon Peaks · Three Zones
From Blue Cold to Red Fire
Cold blue mist at the entrance. The Hall of Torches and the emptied fire relic altar. Beyond — something vast breathes in the dark. The farthest peak holds the only mortal passage to the Floating Reaches.
Entrance · Hall of Torches · Nari’s last ascent
Objects & Interiors
The Secret Key
Behind The Falls
The Secret Key
The green glowing stone existing in both world layers at once. The Glanqueen assesses all who enter by it.
Both layers · Glanqueen’s ward
The Codex
Omendris’s Keeping
The Codex
Not a book — a sealed ornate cylinder, blue-lit. Carried thirty years.
Sealed · thirty years
The Chamber of the Four Foundations
Gallantria’s Deepest Level
The Chamber of the Four Foundations
Circular cracked platform, four inward-facing lecterns, the bottomless pit at centre.
Solen stumbles here · Bk1
The Ancient Relic Currency
First Age
The Ancient Relic Currency
Continuous interlace, rotational symmetry — the design basis for all six First Age relics.
Six relics · never sold, only passed
The Known Realm of Erevan

The Known Realm of Erevan — the complete atlas. The five relics marked; the Dissolving Ground east; Draveth’s prison beyond the Eastern Void.

Style Reference
Style reference map

Original hand-drawn style guide for the Erevan cartography.

Three threads that begin apart and end as one thing. The reader always knows more than any character — the gap is where every scene lives.