
Show Notes
The King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Team up with August and Jonathan as we embark upon a mission of both urgency and secrecy, all the while pursued by undead shapeshifters, ghostly death-hulks, and assassins. Discover why you should never take a ship anywhere in Magnamund.
More from Journeys Through Magnamund
Good morrow, students! The history we shall cover today belongs to you. It is the story of how the Kai were restored and a bulwark against the future was secured. The New Order was forged in the fires of the Darklands War, doused in the blood of the First Order, and tested against foes greater than even the Darklords.
Seven Stones... their names are mostly hidden from you, yet plague the edges of your consciousness like a foul odor that flees your attempts to catch it. Though the day is warm, you shiver as echoes of screams long ago unleashed whisper through your mind. The Darklords do not keep stories, they only keep their confidence. Their atrocities are lost to all but them, who keep them the way we might keep favorite books, opening them from time to time to savor memories of blood.
Seven Stones... their names are known to you. Now you find their stories, buried among ancient texts thought lost when the monastery was destroyed. Reading the words set down by hands long turned to dust, you are taken back to days of darkness and uncertainty, where the Kai Lords did not yet exist, and the spies of the Darklords were everywhere. Here, a man dared to chase destiny and in so doing, set the world on a path towards hope.
Closing your eyes, you cast your mind into the infinite possibility of what ifs. A swirl of faces swims in your mind, some famliar, some new. Making sense of it all proves difficult, showing that retelling the story already told is no easy feat. One thing remains certain: in all versions there was but a small beacon of hope and the threat of eternal darkness if that light went out. For the dark door had opened and would never fully close again.
You come to the top of the rise and settle your back against a bare pine. The lands you came from are shrouded in mist yet a map exists in your heart of the journey you have taken so far, the twenty or so milestones you have passed to make it here, not to mention the many side quests. As you reflect, new thoughts come to you, dark secrets of the Pentad. The mists grow cold. You shiver, and summon the voices of friends to warm your nerves. It will be time to move on again, soon, so you take what respite you can to celebrate your achievement.