Part II: Empyrean Series Guide by Rebecca Yarros

The World of the Empyrean Series

Welcome to the second part of our complete guide to Rebecca Yarros's Empyrean series. In this section, we'll explore the extraordinary world of the saga, including the regions of the continent, key locations, types of magic, and the deities that populate this epic story.

If you haven’t read the first part of this guide yet, we recommend starting there to learn about the main characters and extraordinary creatures of the series. If you want a summary of the plot of Forth Wing and Iron Flames, follow this link for an overview of the main events (with the inevitable spoilers that apply).

⚠️ Warning: This article contains spoilers for the first two books.

1. The Continent

The continent is divided into three main regions:

  • Navarre: The largest kingdom, protected by dragons and home of the Basgiath War College.
  • Poromiel: Rival kingdom of Navarre, inhabited by griffins and without protection against the Venin.
  • Barren Lands: A desolate and devastated region, the birthplace of the Venin and their invasion.

Despite their 400-year rivalry, Navarra and Poromiel must now join forces to fight the Venin.

1.2 Poromiel

Poromiel is composed of three provinces: Cygnisen (in the north), Braevick (in the center, home to the Cliffsbane Flight Academy), and Krovia (in the south). Unlike Navarre, Poromiel maintains its own languages ​​and cultures.

Ruled by Queen Maraya, the kingdom is known for its exceptional fabrics, fields of wheat, and crystalline gems capable of amplifying minor magic.

1.3 Sterile Lands

The Barren Lands, a barren desert peninsula, was destroyed over 600 years ago during the Great War. The Venin, hidden in this region, have drained the land of magic and are now advancing towards Poromiel.

2. Places in Navarra

2.1 Basgiath War College

The Basgiath War College trains members of the Navarrese Army for three years, dividing them into four quadrants:

  • Scribes
  • Healers
  • Infantry
  • Knights

2.2 Aretia

Once the capital of Tyrrendor, Aretia is now the center of the Rebellion. Destroyed by dragons after the Tyrrish Rebellion, the city is still a stronghold for the rebels.

2.3 The Valley

Located behind the Basgiath, The Valley is a sacred place for dragons, where eggs hatch. Humans are not allowed.

3. Magic

3.1 Bound Relics

Relics form when a dragon bonds with a rider, manifesting as a mark that channels the dragon's magic into the rider. The sigil develops later, reflecting the rider's character.

3.2 Relics of the Rebellion

Relics of the Rebellion appeared on the Marked when their families were executed 6 years ago. The relics counter the sigil of the knight whose dragon slew the blood relative, so General Melgren cannot use his sigil of premonition if 3+ Marked are present. The relics have swirls with a dark, shimmering appearance.

3.3 Seals

Seals are the unique power a Knight has from bonding with a Dragon. After a Dragon channels magic into their Knight the power manifests into an ability that reflects the human at their core. If a bonded knight does not manifest a seal within approximately 6 months, the magic will consume them.

3.4 Gifts of the Flyers

Griffin Flyers do not wield sigils, but they excel at minor magical gifts (especially mind manipulation), which they channel from their Griffins. Examples of gifts include: recognizing when someone is lying or heightening emotions.

3.5 Minor Magic

Minor magic can be used by all knights before their seal fully manifests. This includes abilities such as:
  • Closing and opening doors
  • Increase speed
  • Manipulate objects
  • Screening sounds and mind

3.6 Runes

Runes are threads of magic drawn from a Knight's power, woven into geometric patterns for specific uses, then inserted into an object through a process called tempering. Runes are an important aspect of Tyrrish culture. Runes can include: unlocking, warming, and sound amplification.

3.7 League

The alloy is a combination of multiple metals (palladium, other minerals, and dragon eggshells) that can be infused with magic. It is the only known thing that can kill Venin and is used to enhance Navarran defenses. The alloy can also be crafted into weapons such as daggers and Braid spikes.

4. Divinity

  • Amari: Queen of the Gods.
  • Malek: God of Death.
  • Dunne: Goddess of War.
  • Zihnal: Goddess of Fortune.

5. Current Events

After the great battle against the Venin in Basgiath, Xaden, Violet, and the others remain at the college to recover. Andarna reveals that she was abandoned 600 years ago by the seventh dragon's lair. Meanwhile, the Venin continue to infiltrate Basgiath despite the wards being restored.

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