Empyrean Lore Breakdown: The Isles & Trials

This lore dive is a helpful resource for understanding the Empyrean series! This lore guide includes spoilers, so please read AFTER you’ve finished Fourth Wing, Iron Flame, and Onyx Storm.

Includes info from Fourth Wing, Iron Flame, and Onyx Storm, so this guide is spoiler in nature.

If you would like to listen to this lore breakdown, check out our recap videos here.

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Deverelli

Deverelli is the southernmost isle kingdom. It is located across the Arctile Ocean off the coast of Krovla. From Cordyn, it’s a 16-hour flight for gryphons, 12 hours for dragons, and a two-day trip on a fast ship. The closest main isle is Unnbriel.

Deverelli is the isle where Asher Sorrengail left six locked tomes with Narelle Anselm, to later be claimed by Violet. This isle also has no magic, leaving magical creatures like dragons and gryphons and their bonded unable to communicate with each other, or for them to channel any power. But this also means venin can’t pull from the source since there is no source to pull from, or even the temptation to do it because the power doesn’t exist here.

Deverelli is the only place we’ve come across in this world that does not worship the gods. This is one of the reasons it is considered the most neutral of the isles and ideal for trade. Deverelli at least says it’s dedicated to peace, they are known for not having weapons, and most citizens are unarmed. However, just because the isle claims it doesn’t believe in weapons, doesn’t mean they don’t have them.

Like Violet observes, for an isle that prides itself on peace and neutrality, they sure seem ready for war. There are a number of loaded, large cross-bolts that defend the shoreline, designed to kill dragons. The people of this isle are extremely wary and disdainful toward dragons and their riders, shouting “Fire-bringer!” insults at riders before they flee.

Fun Fact: They measure in leagues instead of miles in Deverelli.


Deverelli appears as an endless line of white beaches, with surrounding waters the beautiful colors of turquoise and aqua. Soft green hills rise behind the beach, dotted with stone structures that make up part of the capital city hidden in the trees. The muted colors of the island contrast sharply with the surrounding water.

Note these muted colors – it is because there is no magic within this land, which makes colors brighter (as far as we understand). Magic = vibrant life and power within the land.

This is a tropical island, so think island climate. It’s HOT here! 

Matyas is the capital city and where our quest squad goes to the market to find Tomes and Tales. This capital city is built under a canopy of enormous trees, which provides shade from the heat. This city is a thriving port with four central piers and several smaller ones.

In Matyas, you can find lots of shops, including a tea shop, tavern, dress maker’s shop, and an incredible marketplace that is a feast for your senses! The market extends into a gold and spice market to the south, and then there’s a financial district perched uphill.

The king’s palace is a beautiful four-story structure plus a 100-yard meadow carved into the hillside. It’s considered a feat of engineering from 1,000 years ago and a testament to their traditions that it’s still their seat of power and hasn’t faded to ruin like so many ancient castles of long-ago kingdoms on the Continent. Most formal spaces in the palace are outside, and the architecture is open-air with minimal ceilings and walls.

East of the capital city, you can spot elegant residential manors along the mainland shore, each with private docks and ships reflecting their owners’ status and wealth.


Deverelli uniquely does not worship gods. What others call gods, they view as science; fate is coincidence, and love is considered alchemy, two substances combined to make something entirely new. And while they are neutral and peaceful, Deverelli does have guards with weapons at the palace – and Deverelli citizens, or nobility, are not afraid to draw blood. Most of the population may stay unarmed, but some civilians use serrated daggers or long blades, and palace guards wield spears tipped with serrated silver blades or axes.

People of Deverelli don’t shake hands, mince or waste words. They speak in double meanings only when convenient. They value status, wealth, knowledge, and secrets (anything tradable). Breaking one’s word leads to permanent distrust. There is a saying in Deverelli: The word is the blood. When they make a trade, broker a deal, it is considered law. When a deal is made, both parties bow their heads in acknowledgement. 

Krovlish is the second most commonly spoken language on the island, and there are some who can also speak the common tongue. Ownership of heirlooms is determined by possession. The penalty for stealing from a royal house, under Decree Twenty-Three, is death. Their legal system includes decrees that contradict each other and uses a tribunal.


  • Local attire includes white, short-sleeved belted tunics with matching pants, and standard-issue white-and-gold tunics, with some tunics being embroidered.
  • Palace guards are clad in white, though one is known to wear a blue sash as well. 
  • Guests in the king’s palace are finely dressed in lightweight tunics and gowns of various pastel colors.

  • Currency – Their currency differs from that of the Continent, though gemstones are widely accepted as trade
  • Deverelli Silk – a material that is so fine it’s nearly transparent and softer than any other fabric

There is an entire book about Deverelli Fauna called Sir Zimly’s Guide to Deverelli Fauna.

  • Dolphinum – Aquatic creatures known for their graceful leaps through the water
  • Fallorinia Moths – Bioluminescent insects with translucent wings that light up when feeding on honeycomb. Though poisonous, they are harnessed as light sources in Deverelli, like the blue glass orbs within King Courtlyn’s palace
  • Pure-White Panthers – They are graceful, elegant, and beautiful, with huge paws and soft coats. Potentially vicious hunters, and King Courtlyn keeps three within his palace

According to records, Deverelli was the last of the isles to maintain communication with Navarre, specifically Tyrrendor, who kept contact with Deverelli until the last century. This isle is known to Navarre as the “treacherous isle of merchants” where they don’t only trade in goods “but information, too… if the price is right.”

Deverelli brokered a deal between Krovla and an unnamed isle for an army and weaponry to aid the Second Krovlan uprising 200 years ago. This was in exchange for dragons – specifically, feathertails. Because the Krovlan rebels were ultimately unable to fulfill their part of the deal (getting dragons), the unnamed isle pulled their support and the sudden withdrawal of these isle troops allowed Poromish forces to quash the rebellion, leading to the Midnight Massacre on December 13th, 433 AU.


  • King Courtlyn IV: Ruler of Deverelli, Master of the Trade, Keeper of the Troths, Justice of the Tribunal, and Heir of the Antiquities
  • King Courtlyn’s white panthers: Shira, Shena, and Shora
  • Burcet: King’s trade minister
  • King Tecarus: Has an estate here (but does not permanently live here)
  • Narelle Anselm: Shop owner of Tomes and Tales and rare book merchant
  • Narelle’s children and shopkeepers: Leona (Narelle’s daughter) and Urson (Narelle’s son)


Unnbriel: Isle of Dunne

The beaches are rockier than Deverelli, with a narrow strip of sand dotted with boulders before it goes into hills of thick vegetation

All of it is the same muted green as Deverelli. Unnbriel also has the same stifling hot climate as Deverelli. Like Deverelli, there is no magic here. Dragons haven’t been to the isle in centuries, though they certainly have lots of cross-bolts here too. Unlike Deverelli, these cross-bolts swivel.

Cities in Unnbriel include:

  • Their capital and where the challenge takes place: Eistol
    • Their structures here are strategically built so a small number of soldiers can defend their heavily fortified walls against many.
  • Port city called Soneram

In Unnbriel, they worship Dunne, the Goddess of War and Strength.

FUN FACT: Papa Sorrengail notes in his research that what Basgiath calls treacherous is their idea of primary school.

Dedicating oneself to Dunne is a common practice here, leaving many attendants of the goddess with silver hair and they wear blue robes.

Ruled by a queen – Marlis, who does not meet with those deemed unworthy of her presence. She only speaks with those who best her.

Defeating their best in combat earns you entrance to court at the defeated opponent’s rank.


Unnbriel’s trial by combat requires the newcomer to prove their worthiness before they can speak with their queen.

How the Trial works –

  • After an audience with the Queen is requested, the strongest warrior is selected.
  • Once both parties have selected their chosen fighter, the High Priestess slices the forearm.
    • Their blood is considered payment to Dunne and must be done before they may prove their worth.
  • The fighters agree on a weapon, everyone must select and fight with the same one.
  • This challenge takes place in the open plaza outside Dunne’s large temple – it’s notable that the stones on the ground are dark, most likely from blood over the years.
  • The fight proceeds until one side yields or is defeated.
    • If more than one group of fighters are present, victory is determined by the most wins on a team.
      • Per their laws there should only be one match
  • If you win the fight, you get an audience with the queen.


Hedotis: Isle of Hedeon

It’s a 13 hour flight for gryphons from Unnbriel and the vegetation is even paler on this island than others in the Isles. Violet and Tairn wonder how it’s possible to have even less magic here, when there’s none on the other two isles already.

Hedotis demolished the original structures about 150 years ago, turning everything into a collection of exquisitely proportioned neighborhoods, all with central meeting places for markets and gatherings. The rebuild was designed with intention, resulting in a flawless layout and proportioned city (though it came at the expense of historical foundations).

The weather is a little colder than the other isles.

The capital of Hedotis is Vidirys and is on the coast, but this isle does not have a port. 

The libraries in Hedotis are unparalleled and their colleges are esteemed for knowledge and learning.


Solely worship Hedeon, the god of wisdom. They say a prayer to him before meals and offer private confession of their daily errors as a form of sacrifice.

Ruled by The Triumvirate – (Faris, Nairi, Roslyn) 3 leaders chosen by election.

Their community is built on knowledge and peace, meaning the island has no army. They have a longstanding history of neutrality and have never, on paper, been apart a war or aligning itself with any side in a conflict.

Citizens of this isle generally have a fear of water because they claim it is unwise to risk the unknown dangers lurking in its depths.

The citizenship test to reside on this isle is similar to the entrance exam for the Scribe Quadrant, but the scribe test is designed to measure how much a potential cadet has learned, and Hedotis’ is to prove how much one has not.


To meet with the Triumvirate, one must undergo a trial to prove their wisdom.

During the trial, the Triumvirate wear ceremonial robes and carry jade stones. A decision of worthiness requires all three members to place their stones on the table, indicating a unanimous vote. 

The trial is conducted in front of an outside witness.

How the Trial works – The Triumvirate members take turns asking questions and determine how wise the response, including judging their intelligence, life choices and testing their honor.



Zehyllna: Isle of Zihnal

Zehyllna is full of beautiful white sand beaches, green-leafed trees, sparkling rivers, and waterfalls.

Has a small current of magic that runs through the isle. Not enough to channel or properly shield, but just enough to feel the bonds.

The capital city is Xortrys and it’s surrounded by a curved waterfall and rivers that split from it, making the city seem almost like its own island.


Solely worship Zihnal, the god of luck. To live amongst the Zihlni, you must prepare to accept luck as your guide and chaos as your standard.

Ruled by a queen.

They have always revered dragonkind and gryphons.


The trial is made up of seeing what gifts Zihnal has chosen for someone. If someone is willing to play and accept whatever gift the god of luck presents them with without complaint, then they will be granted entrance to the city, where the queen waits.

If one does not accept that luck determines their fate, that Zihnal may gift them with great fortune or take it, then Zihnal cannot ally with them.

This trial is hosted in an amphitheater that can hold hundreds or even thousands of people.

How the Trial works

Once the players have agreed to play, a table, a single chair, and a canvas bag are brought out. 

A deck of cards is taken from the bag, each card represents a gift. The cards are spread out face down on the table.

Each person pulls the card Zihnal inspires them to choose and receives their gift.

After receiving the gift, thanks must be given. If multiple people are receiving gifts, no one can complain about ANY gift – yours or someone else’s. One also can’t get rid of a gift as it’s bad luck to throw away a gift from Zihnal.



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