3 worlds of the Twinborn Chronicles

Veydrus is a world rife with magic, where nations of human, goblin, ogre and others contest amongst each other for dominance, with the balance of power swinging with the birth and death of great sorcerers. Relations among the races are tenuous, but the only race to make frequent war against their own are the humans.

Kadrin, home to Brannis Solaran, is a dynastic empire propped up by the support of the powerful Imperial Circle. Hundreds of generations of careful intermarriage amongst sorcerers have produced bloodlines that supply the empire with sorcerers that are the envy of Veydrus.

Tellurak is a world much like Earth of the late Renaissance period. Humans are the dominant, and as far as they are aware, the only sentience race. Magic and fairy tale races are the stuff of superstition, not to be taken seriously by anyone but young children.

It is an era of widespread peace, when piracy and brigands are more of a worry than foreign nations. Acardia, home to Kyrus Hinterdale, is a kingdom that is working to reform itself as a representative government, under the guidance of a progressive king.

Korr is a world where humans lost the great war that decided the destinies of the major races. It is a world of steam and spark, where cities are tunneled out below the mountains and the plains.

The ruling kuduk race holds thrall over humankind, with half the human population enslaved and the other half living as second-class citizens. It is home to Rynn, a human woman and tinker who fights with a group of her friends in the nascent resistance movement.

Continents of Twinborn Chronicles

Acardia is a monarchy in the process of reform. King Gorden plans for his reign to be the last during which the king is head of government. His reforms have seen Acardia become a center of culture and commerce, as restrictions on the populace have been relaxed and the safety and education of the citizens has taken priority.

Though ruled from Golis, the port city of Scar Harbor is the face of the country. Most foreigners will first set foot on Acardia at Scar Harbor’s docks. Far from metropolitan, most foreign trade happens in the harbor districts. The Acardian navy is the envy of the world, and Acardian sailing ships are the finest on the seas. Acardia also boasts the most skilled cannon makers.

Besides nautical equipment, Acardia is known for the craftsmanship of their woodwork (chopped from the old-growth forests of the Acardian northwest), the finest chocolates in Tellurak, and an excellent assortment of ales and lagers.

Perhaps more than anything, Acardia is known for its weather. The seasons take their toll on the hardy locals, where baking summers give way to winters buries beneath mountains of snow. Through it all, Acardians keep their cities open and functioning, and—not coincidentally—largely free of immigrants.

Koriah is the most contested landmass in Veydrus. Despite thousands of years of conflict, no one nation has managed to conquer the whole of it. Human lands have warred among themselves, with the Kadrin Empire achieving the largest share of the land, including the fertile grasslands that dominate central Koriah and feed the vast population of Kadris and the other Kadrin cities.

The western half of Koriah is controlled by the goblins and secured by the unassailable might of the dragons who rule them. While the goblins rarely look to advance their holdings, the mountainous terrain they inhabit is as secure as any terrain on the continent. West of the mountains is given over to swampland and largely uninhabited.

In the northeast of Koriah is Ghelk, a land ruled by sorcerers and kept free mainly by the cost that would be paid if anyone (namely the Kadrin Empire) sought to conquer it. The greatest threat to Kadrin dominance was a necromancer who arose from the ranks of the Ghelkan sorcerers over a hundred years ago, named Loramar.

The north of Koriah is split between the land of Megrenn and the Ogrelands. The ogres keep their forest home largely because lumber is the only thing there that humans value, and the ogres defend too savagely to make the conquest palatable. Megrenn is an agglomeration of peoples from all over Veydrus who have come together to form a land of their own. Though tiny by comparison, Megrenn manages their money well and is the economic powerhouse of the continent, despite having a fraction of the Kadrin Empire’s population.

Cities of Twinborn Chronicles

Nestled on the rocky shores of southeastern Acardia, Scar Harbor is a bustling trading port. It boasts a deep-water harbor that is sheltered by sand bars, which look a bit like “scars” on when seen on a nautical map, giving the city its name. Well-run and mildly affluent, Scar Harbor is less plagued by crime and shady dealings than most trading cities.

While people’s from all over Tellurak visit the city, few of them find warm welcome away from the waterfront area, where parochial attitudes are less pronounced. While the city holds progressive attitudes both politically and technologically (they even have a mechanical clock tower!), they have a tendency to reject outside influences in culture, architecture, and philosophy.

Acardians looking to experience the wider culture of the world must take to the sea, since Scar Harbor acts as gatekeeper for the rest of the kingdom in holding such influences in check. Of course, many of them will take their voyage in one of the excellent vessels made by the local shipwrights.

Kadris is the capital city of the Kadrin Empire. Having existed since the dawn of the empire, the ancient city bears little resemblance to the ambitious little city-state that it started as. Over thousands of winters, the coastal flats have reclaimed the city time and again as it settled inexorably into the soft soil. As it sank, new levels were built upon old, turning what was once street-level housing and shops into catacombs and cellars, the streets becoming the ducting of sewers.

The current incarnation of Kadris was once a walled city before it overflowed its walls. Buried so deeply within the mighty Kadrin Empire and the heart of the feared Imperial Circle of sorcerers who protect and guide the empire, the citizens have no fear of living outside the city walls. Even the imperial palace and many of the wealthier noble and sorcerous estates were rebuilt outside the old wall, glorying in the empire’s invulnerability.

The sheer size of Kadris takes visitors and cartographers alike by surprise. A great deal of the city’s infrastructure is only possible through magic, especially water distribution and sewage, but it has allowed the city to blossom to a population of roughly half a million.

Note: Any map of Koriah that shows Kadris as a mere dot is not drawn to scale.