Cataclysm of Cathendra

FantasyHighEpicPolitical
1plays
0remixes
Dec 2025

In the shattered world of Cathendra, ancient empires, wandering warforged cities, and floating islands of immortal harpies collide beneath a sky of perpetual twilight, while vampires, werewolves, and sorcerers vie for dominion over its fractured lands. Adventurers must navigate treacherous trade routes, forbidden necromantic laboratories, and the ever‑threatening march of the Hethan Shokan to uncover the truth behind the cataclysm that forged this perilous realm.

World Overview

Welcome, dear traveler, to a world where the impossible and the unbelievable is oftentimes all too real. This is a world teeming with magic, adventure and mystery. It is a place where werewolves, vampires, ghouls and ghosts stalk the night, a world where dwarves, giants and warforged robots scheme alongside mortal men whilst elves and eldar set idly by, uncaring and unconcerned for the growing dangers that haunt the darkness of night… Welcome to a world where strange occurrences set side by side with blatant and monstrous horrors. This is a world where the small folk tell tales of bloodthirsty beasts that stalk the night, a world where insane scientists, alchemists and mages create the very monsters of those nightmares, a world where the mysteries you hear are often more horrific than the tales told… Welcome to a place that lies beyond the veil, unexplored and unknown, awaiting some brave or perhaps foolish soul just daring enough to venture beyond the mist, and into the darkness…

Geography & Nations

The Realms and Lands of Cathendra The world of Cathendra is divided into four principal regions: Noryn, Cannin, Al-Hadim and Raishin. Each of these areas is further described and detailed below alongside their constituent factions, lands and peoples. Noryn Known worldwide as the Land of Kings, the great northern continent of Noryn is as traditional a world as can be seen within Cathendra. It is a land of vast plains, foreboding forests and treacherous mountains, yet it is also a region that sits at the center of much of the world's established trading and commercial routes. As such much of the political intrigue within Noryn is felt far beyond her borders. The Borgian Empire Bloated, decadent and excessively large, the Borgian Empire has long held sway over much of the continent of Noryn. As the region's largest power, the Empire has existed in one way or another for more than three millennia, during which time it has become excessively bureaucratic to the point that much of the nation's government is overly burdened with rules and regulations. As one of the premier trading nations within the entirety of Cathendra, much commerce and wealth flows through the cities and industrial centers of Borgia. Wealth that buys power, prestige and control, both within the nation and far from her shores. Though obstinately a nation of law and order, the Empire is more often than not bought by coin and influence. Many of those with the means suffer no consequences for their actions, whilst the common folk and the destitute often suffer fates worse than death. Under the rule of its emperor, the self proclaimed demigod Marcus Aringuitus, Borgia plans to expand its power, dominate its neighbors and hopefully, expand its control over all the free lands of Cathendra. The Kingdom of Ruvania Nestled between Borgia and the frozen lands of Urskovia lies the feudal kingdom of Ruvania. Obstinately this kingdom is a realm of lords and nobles, yet in fact it is truly a land whose people perplexingly live in fear and in awe of the powerful vampiric lord's who reign from ancient, ancestral castles built high atop the mountains. Amongst the ancient and malevolent vampire families two stand above all others, the St. Claire clan, led by the Lord Alistair St. Claire and the Dremustad clan, led by the Baroness Lady Clarice Dremustad. These two families and their allies wage an almost eternal conflict with each other for control and power within the nation. Not all submit to these families rule though, most notable amongst those are the werewolf clans of the deep valley led by the renowned general Dimitri Vlashev. Beyond the politics though, much of the nation is agricultural and rural. A nation of vast forests and lonesome towns, Ruvania is as remote and unwelcoming a place as any known within Noryn. The nation's capital city is Praag, also its largest, boasting several temples of worship to the common gods as well as the nation's largest traders market. Many of the towns and villages of the surrounding valley remain nothing more than hovels carved into hillsides or set along the shores of quaint rivers. Interspersed throughout the land are the occasional strong house or keep from which the local lord or noble will rule from, providing the peasants of the region with a safe point to retreat to should the horrors of the night become too much. The Kingdom of Bassander As one of the very few democratic nations within Cathendra, Bassander and her allies the Free States have spent many hundreds of years standing against the tyranny of Noryn’s more militant nations. Bassander’s historical success despite the nation's overwhelming opposition is chiefly due to its innately powerful corp of magic wielders. As a nation of peoples genetically imbued with magical abilities, Bassander and her many schools of magic have become a mecca for those across much of Cathendra who seek to learn the secrets of magic and how to harness their innate powers. Bassander, though, must always be vigilant as her enemies continue to seek opportunities to crush the nation's almost blessed status of success. The Urskovian Union Urskovia is a brutal and unforgiving land of ice, wind and tundra that is home to the stalwart and stoic Urskovians, a race of monastic and hyper religious bearfolk who have for many millennia sought isolation from the greater world. Within Noryn many of the civilized peoples shun the Urskovians, fearful of their size and cautious of the rumors that abound of their strange mannerisms and odd ways. In truth though, the Urskovians are a simple tribal folk, worshiping only the past, the ancestors and natural life. They seek only to live a harmonic existence whilst understanding and respecting the world around them. Within Urskovia the religious Order of the Nanook reigns supreme, as both the ruler of the patchwork nation itself and of the Urskovian people. In recent years though, the influences of the larger world have spoiled and tainted the once pure and angelic lives of the Urskovians, leaving many of those within the younger generations to lust for the wealth, power and lives of those outside their cloistered, monastic world. The Tribes of Pengu Nestled across more than a dozen small, frozen and windswept isles to the west of the rocky fjords of Urskovia, the barren Pengu Isles are the homeland of the sentient penguin people of Noryn. Noble seafarers and hearty souls accustomed to the cold and ice, the penguins of Pengu can be met at most any shipyard or dock across Cathendra. They are mostly a wholesome group of people, seekers of adventure and lovers of the sea. Many are known to be voracious collectors and traders of small trinkets or unusual artifacts and as such are often sought after by dealers whenever a ship they sail aboard enters port. The penguins of Pengu are not merely known as jolly folk though, for their society holds darker secrets. Most notable among these Pengu secrets is the species' strange and almost cultish love of the sea and of the gods they say lie deep beneath her waves. Many sailors and even common folk who have encountered the Pengu will tell tales of their cultish rambles and almost melodic chants sung under their breath, odes they say to the deep ones, for safe passage and long life. The Free States A collection of five small states bordering southern Bassander, the Free States lie within the prosperous trade region known as the Free Coast in southwestern Noryn. The city-states that make up the republic are united both by blood and need with one another. These nations, the Republic of Trebia, the Kingdom of Bethany, the Free City of Dale, the Republic of Pellos and the Grand Duchy of Safros represent a massive trade and economic block within the world, their unity and their economic might make them amongst the strongest and most developed of regions within the world. This region is also notable for its almost endless number of houses of worship, from small cultish hovels to the grandest houses of prayer almost every religion known within Cathendra is represented. Within the Republic of Pellos lies the central cathedral of perhaps the most prominent of Cathendran religions, Haliosophy. This grand church is known worldwide as one of the greatest wonders of architecture. The church is also known for its bloodthirsty inquisition, a fact not lost to the Lord's of the Free Republics who, as many know, are heavily indebted to the clergy of the church. The Cyrn Republic Formerly an empire for some four hundred years, the Cryn Republic is nestled alongside the Borgian Empire along the southwestern coastline of Noryn. The republic, a relic of times past, relishes upon its former power and seeks only to restore its former hegemony, a task that many within the cultured lands of the north and west now say is impossible. With the blessings of the new Borgian Emperor though, the Lord Commander of Cyrn, Cyrus Gaine, eyes Nurn, the small island nation off his coast, as the potential beginning to Cyrn's return to dominance. Beyond its former imperial trappings, Cyrn is seen by many as a proxy of the Borgian Empire, a fact that is not lost to nobles of Cyrn, no matter how much they deny it. Cyrn’s most famous aspect though is the nation's famous Summer games, which attract athletes from across much of Cathendra, all hoping to win gold and glory. The Kingdom of Nurn Long ago, before its collapse, Nurn was a loyal subject of the Cyrn imperium. Now though, after having declared independence following the collapse of Cyrn, the kingdom has established itself as a fledgling independent trading republic. Renowned throughout Noryn for its wine producing fields, Nurn is known as a peaceful island of rolling hills, vineyards and country villas. Fear though, lies just across the sea. Many of Nurn’s citizens worry that a resurgent Cyrn spells doom for the naccent nation, especially since the Cyrn have found allies, or perhaps masters is the better word, within Borgia. The Kingdom of Drimerwar Amongst the oldest of peoples within Cathendra, the Drimer Dwarves are an ancient and noble line of Dwarvish peoples who have spent millennia growing and gathering their wealth deep within their great mountain fortress of Arak Na'Dur. Nestled at the extreme eastern edge of Noryn atop a vast range of mountains, the Kingdom of Drimerwar and its monolithic rock carved cities serve as a stark reminder that stone never yields and neither does the dwarves greed. The nation and its capital sit upon the edge of the vast eastern ocean known as the Sea of Sails. This body of water is Cathendra’s central trading hub and the location of many of its most lucrative trade routes. This prime location has allowed the Dwarves of Drimer to amass an untold and uncountable amount of wealth, wealth that they use to influence the world around them. The Drimer Dwarves eternally drown in greed and lust for greater wealth, a fact that drives them to scheme and plot incessantly. This plotting and scheming has often seen the Drimer Dwarves be at the center of many of Cathendra's most devious political plots. Cannin The Purrsian Empire Regal, royal and racist, the Felisian peoples of Purrsia have long held a xenophobic and imperialistic hatred towards those unlike themselves. Controlling much of the Cannin Isthmus connecting Noryn to Al-Hadim Purrsia has for the past twenty-three years enslaved and controlled the land and the people's of its neighbor, the Cannin Gnoll tribes. As a staunchly matriarchal society Purrsia considers the Gnolls, a tribal wolf-like peoples, as barbaric, uncivilized and a subservient species to the civilized peoples of the world. Vehemently aristocratic and stratified, Purrisa is a nation where wealth, status and ancestry matter more than any deeds or heroics done. Purrsia’s Queen Arabella Feli IV has reigned for some forty-four years, a time during which her nation has prospered and grown, but she has grown sickly in her elder years and many expect her death to follow soon, which will leave her young daughter, Erias Feli, atop the throne during what many say will be trying times for Purrsia. The Tribes of Cannin The homeland to Cathendra's wolf-like Gnoll species, the Isthmus of Cannin is currently controlled by the Purrsian Empire, who have implemented strict laws and controls to limit the movements and lives of the Cannin people. More than twenty different tribal groups live within the war torn and ravaged land that was once their fertile and beautiful home. Once a unified and strong people, the Gnolls of Cannin have devolved into constant civil war and squabbling since their conquest by Purrsia. Though conquered and subjugated the Cannin tribes are not beaten as their hatred of the Felisian peoples drives them to rebel and resist at any opportunity. The Sand States Many throughout Cathendra call the city-states of Monsul, Amon, Jaffa, Luxos and Zaiber the jewels of Hashim. These coastal metropolitans are considered amongst the most beautiful and wealthiest of nations within Hashim, a fact that the Grand Viziers never fail to point out when conversing with foreigners. The Sand States make no attempt to keep secret the reason for their great wealth though, slaves, thousands and thousands, imported from far and wide, trained, beaten and bred within their desert oasis. This moral quandary has brought the Sand States many enemies as well as allies over the years and has led to several slave uprisings, the latest of which occurred just three years ago. This constant threat of simmering conflict and worry has led the Grand Viziers to invest heavily in mercenary armies for protection and for brutal repression. Al-Hadim To the south of the Cannin isthmus, lies the continent of Al-Hadim, a windswept desert of sand and stone. This is a land of pharaohs and sultans, djinn and genies, nomads and marauders, all surviving and suffering underneath the all consuming sun. From the sunburnt sands of Jendanin to the dark lands of the Black Pharaohs and the warforged walking city of Yarrin, Al-Hadim is a place beyond compare. It is after all known as the land of a thousand dreams and perhaps just as many nightmares. The Walking City of Yarrin Yarrin was once a mighty empire of technologically advanced peoples, now after millennia of war it exists solely as a wandering city, cast away from the world into the deep deserts of Al-Hadim. Though its people are renowned for their vast amounts of advanced machinery and technology, the city itself, and her citizenry, have no home. The city itself is the home of both her human citizens as well as their now endangered creations, beings known as the warforged. These sentient warriors of steel and iron were built by the nation for war and conquest long ago. Now that Yarrin no longer seeks battle though, these creations have been left adrift, rusting and rotting away as hired muscle, mercenaries or menial labor throughout the world. Many of the peoples of Al-Hadim, nomadic and otherwise, tell stories of Yarrin and her technological wealth. Many more have set out on quests deep into the desert to find the wandering city, searching for her path in hopes of trading or bartering for the great mechanical wonders it's said she holds. The Sultanate of Jendannin To the east of the Cannin Isthmus stretching far across the endless sands and mountains of the Hadimwar desert, lies the Sultanate of Jendanin. A barren, dead and dry land, Jendanin is a place of mystery and opportunity. Jendanin is a patchwork nation, home to a civilized peoples known as the Jann as well as two nomadic lizardfolk clans known as the Al Oun and Al Fawaz. The nation is also the home of the nearly extinct monastic Jackal-Folk clan known as the Al-Majid. A metropolitan society of trade and commerce, Jendanin is ruled from the city of A-Jannin by its eternal Sultan Salimed Suli. As a nation of many different peoples Jendanin is seen as a refuge for the exiled and the abandoned as well as a home for those who have lost or forgotten their own. The nation and her peoples are a culture and a world far different and far removed from the more rigid and stratified lands to the northwest. The Black Kingdom’s The Uruk Khanate's Just beyond the deadly mountains that form the southern border of Jendanin lies the swath of rolling plains that form the homeland of the Uruk peoples of Cathendra. These windswept plains and riverbanks, the fields, the prayer mounds and the teepees have always been the home of the Tamujin, the Onggu and the Ulaanogn tribes. To them this land is sacred and as such they have defended it ferociously for some ten thousand years, never daring to step outside the boundaries of their sacred mother soil and always intent to watch those who dare stride across her borders. The lands of the Khanates are changing though, and with change there has always come danger. The rise of industry and science across the lands to their north threatens the peaceful existence of the Uruk bands, leaving the tribal nations little choice but to militantly defend their culture and their home. The Kingdom of Arigot To the west of the great home plains of the Uruks lies the desert plateau of Arigot, home of the sand elves of Cathendra known as the Sha’’rhi. Noryn To the east of Nivellan, across the great Sea of Sails lies the vast continent of Noryn. This land should be one of plenty, yet it is a dark land, one of sorrow and bloodshed. From the towering mountains of the north to the vast river plains of the South, the land of Noryn is a battle-scarred world of brutal dictatorships and despotic kingdoms. Yet not all is completely corrupted within Noryn. The harpy-elves of Ivolin alongside the Maran Dwarves and the citizens of that great walled metropolis known as Ang have all stood resolute in resisting the sickening plight that seems to have clouded the hearts of many within Noryn. The Citystate of Mar Located at the very entrance to the Sea of Sails, just opposite the stone pillars that form the very eastern edge of Nivellan lies the City-State of Mar, home of the Maran Dwarves. Considered by many travelers and traders to be amongst the most beautiful cities in all the world, Mar is the center of what passes for eastern Dwarven society. From its shops many luxurious wares and goods are sold, each one crafted by its stout Dwarven citizens. This tremendous amount of trade has allowed Mar to become fabulously rich, a fact that is not lost on the city enemies. Though Mar is nominally an independent realm, the city's governor has long remained wary of the nation's much larger and more powerful neighbors, both to the east and to the west. This places Mar in a particularly precarious position, one where it must play both sides of every dispute, or risk suffering the very real consequences. The Hethan Empire Hethia is a brutal and desperate land, one ravaged by its constant lust for war and one whose sole reason for existence seems to be the breeding of almost otherworldly warriors known as the Shokan. These massive four armed warriors are trained from birth in the art and manners of war and are known throughout all of Cathendra for their courage and strength in combat. The Shokan are feared throughout the world, with rumors of them routing whole armies without a single drop of blood shed. They are also rumored to have never suffered a single death in combat, leaving many to call them Immortal and the very children of the Hethan God-Emperor. The God Emperor is said to be more than three thousand years old and of immense and earth shattering size. It is said, or perhaps rumored is a better word, that he alone knows the true power of the Hethan Immortals and that the source of their wicked strength and power comes from the very blood of their God-Emperor, which they consume daily as a ritual of both subservience and loyalty. The Floating Isles of Ivolin Unique amongst the nations of Cathendra, Ivolin exists as a chain of floating islands just off the western coast of Noryn. This string of magically suspended islands is the home of the Harpy-Elven peoples of Ivolin, beings graced by creation with both immortality and the gift of flight. Ivolin is considered by many who have seen it to be as close to a utopian land as one can find within Cathendra. It is a land of plenty with art and love as its guiding values. But Ivolin is also precariously positioned within the world, its population has dwindled over many millennia and the islands have been plagued by more than a dozen invasion attempts by the Hethan’s to their east. Rumors abound amongst the small folk that one day the Hethan’s will find the power of flight and lay waste to the great gardens of Ivolin. The Great Walled City of Ang To the extreme south of Noryn lies the great impenetrable fortress city of Ang. Situated behind five enormous walls, this metropolis has fought off and defeated the armies of Hethia for more than ten thousand years. The city itself is as cosmopolitan as any, with humans and dwarves living and working alongside the native goliath folk and all manner of other souls drawn to life beneath the vast stone walls. Trade and commerce are considered the bread and butter of life within Ang, yet all folk know that should the war bells ring any who are able will stand atop the walls and defend the city. Rumors and stories say that the city's founders, a species of ancient giants who were the last of their kind, entombed themselves within the great walls that surround the city, to always protect and defend their treasured home. Raishin Raishin is the smallest of the lands of Cathendra, yet to many scholars it harbors the most mysteries and the most danger. Within much of the greater world, the strange peoples and even stranger customs of Raishin have left many fearful of spending more time than is absolutely necessary on her shores. Yet, despite its mysteries Raishin is a beautiful land, one of lush jungles, towering peaks and ancient ruins. The nations of this land, Yunan in the east and Javanghal in the west are as varied and cosmopolitan kingdoms as any within Cathendra. The Princely Kingdoms of Javanghal Nestled along the western coastline of Raishin, the Princely Kingdoms of Javanghal are home to the Loxodon peoples of Cathendra. They are a varied and culturally colorful people known for both their strength and their devotion to their more than one million gods. The jungles of western Raishin are known to be a lush and prosperous land of jewels and silk. This fact has led many treasure seekers and explorers to venture into the depths of Jevanghals dark interior, oftentimes never to be seen again. Javanghal is separated into seven different kingdoms; Pataliputra, Nagmur, Jaigmur, Aungbad, Lamphu, Kamchatpur and Dharan, each of which are lorded over by a powerful lord known as a Maharaja. Empire of Yunan To the east of Javanghal lies the vast jungle empire of Yunan, a place known to many as a land of magic and sorcery. It is a land that is home to beautiful cities and landscaped gardens, all said to be bequeathed to the peoples by way of the imperial family's Mandate of Heaven. Imperial Yunan is a dynastic monarchy, led by its five hundred year old Emperor, the powerful Sorcerer Quan Qui. Though a realm drenched in magic, Yunan also exists precariously upon the doorstep of its more militant and warmongering neighbor to the north, Hethia. Throughout the centuries these two nations have fought many grievous wars against each other, with Yunan’s powerful magicians saving the nation many times. Now though, with the fear of war once again flaming up Yunan must once prepare for total war. Sea of Sails The City-States of Thos Spread across an archipelago of more than one thousand islands the City-states of Thos are home to a people who represent the pinnacle of seafaring ability within Cathendra. Separated into five separate though nominally unified states, Sestos, Poliadas, Argis, Nisos and Koinos, the lands of Thos contain a beautiful world of mountains, seas, cities and temples. Beneath this temperate visage though lies the darker truth about life within the islands of Thos, a truth that includes dark sacrifices, bloodshed and murder alongside a wretched, hidden worship of beings beneath the sea. The Pirate Isle of Draccus The Kingdom of Trebia The Dead Lands of Nahakaten

Races & Cultures

All races mentioned in the “Geography and Nations” section are available to play.

Current Conflicts

Conflicts are listed above in the “Geography and Nations” section.

Magic & Religion

Magic can be acquired by many wonderful and nefarious ways. Whether it be through innate magic, or through a pact. Possibly by religious means or through years of studious effort collecting and learning through spell books.

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Frequently Asked Questions

What is Cataclysm of Cathendra?

In the shattered world of Cathendra, ancient empires, wandering warforged cities, and floating islands of immortal harpies collide beneath a sky of perpetual twilight, while vampires, werewolves, and sorcerers vie for dominion over its fractured lands. Adventurers must navigate treacherous trade routes, forbidden necromantic laboratories, and the ever‑threatening march of the Hethan Shokan to uncover the truth behind the cataclysm that forged this perilous realm.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Cataclysm of Cathendra?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.