Intro / Magic in the Twin Kingdoms / The Kindred / The Goblins / Other Races
The twin kingdoms of Gwylas and Ealwyn are realms abounding with legend and myth, assumptions and misconceptions. All are jumbled together in such a great tangled mass so that the truth can only be found by following the knotted string to its end. Yet, nothing truly ends...
During
a time of relative peace, there lived a sorcerer of great power named Aywyl,
who with his wife Kerys, a faerie of fire, had three sons. The first son was
called Aleric, the second son was named Balfyr and the third son was called
Graidon. Though Aleric and Balfyr were very popular young men their brother
Graidon had a reputation for sulleness, intimidation and aloofness. This less
than stellar reputation was finally confirmed to unthought-of levels when
Graidon was discovered conducting menacing magical experiments by his father.
The young man's reaction to Aywyl's demands that he stop immediately was to
attack his father and murder him in an explosive confrontation. However, before
his death Aywyl wept two tears of highly concentrated magic. The tears, along
with Aywyl's body were carried away by two faeries, Breya, faerie of Air and
Eira, faerie of Earth. Graidon, who had sought to steal his father's awesome
power and transfer it to himself, was left with powers that were not permanent
or entirely reliable. Since that day, after he was driven away by his outraged
brothers, Graidon has searched for the Tears of Aywyl, in order to fix and
consolidate his power.
Six hundred years of conflicts and quests passed...
Four young people, thrust together by unusual circumstances, find themselves in direct conflict with Graidon in his unresolved quest for the Tears of Aywyl. Devin, a fiery-tempered young man with personal reasons for hating Graidon and his minions, and Kedric, his best friend, generous and loyal, rescue two sisters named Brenna and Morwyn from rampaging Shadowwolves. The young women were kidnapped by the sorcerer for their innate magical powers so that he might add them to his own. The group soon find themselves under the guidance and guardianship of Jack O' The Green (also known as The Green Man or The Lord Of The Forest).
Hunted by a Kindred sorceress and goblin and Shadowwolf servants of Graidon, the group find themselves on a quest for the Sceptre of Aneurin. This magical object is the one device that could lead to the whereabouts of the Tears of Aywyl. The varied paths of pursuers and pursued come together in an explosive confrontation that will answer many questions as well as asking new ones.
( Top )
The twin kingdoms owe their name to twin sorcerers who lived in the pre-recorded age of their island home. Most legends of that time are clouded and contradictory but it is known they were engaged in a heated rivalry for the affections of a beautiful river faerie named Boan. Which, if either of the two brothers the faerie chose is unknown but it is more than a little ironic that the great Boan River separates the two halves of the island kingdom.
Centuries after the time of Gwylas and Ealwyn a class of sorcerers had arisen who wielded great power and influence throughout the island. Knowledgable, respected and sometimes feared the sorcerers held a unique position in the society of the petty kingdoms of Belahn, Dubruk, Conla, Kerleigh, Dunwren and Fion. The provinces had periodically managed to unite to fend off invasion from the hungry empire of Shalrassar but had never been capable of maintaining such arrangements. Such unity was to come later under the magnetic leadership of one man but only after events of great and legendary tragedy that would affect the lives of everyone throughout the land.
Magic in the Twin Kingdoms follows elemental lines. Those lines being: Earth, Air, Fire and Water. Most magics are variations of those four groups. Sorcerers generally specialize in one of the disciplines but Master Sorcerers, of which there have been very few, can weild them all and in even rarer cases they may master the mysterious and chaotic Wild Magics.
Earth
Magic: Earth magic may be expressed in various forms. It can be displayed
in the ability to grow plant life at very advanced speed or to communicate
with animals. Earth Sorcerers are also very skilled in the uses of many herbs
and related substances; to heal or to hurt. Ironically, many of the most respected
physicians and feared assassins have been Earth Sorcerers. Though humans can
be skilled in Earth Magic the dwarven race, with its close relationship with
the earth, was reputed as being the most powerful. The greatest incarnation
of Earth Magic, with a indiscernable connection to Wild Magic, is the World
Tree. This avatar of hidden wisdom and ancient power may be sentient in a
manner beyond the comprehension of more finite minds and is considered by
an Earth Sorcerer to be a symbol of renewal and of the final resting place.
Air
Magic: Air Magic is the art of the thunderstorm and the lightning strike.
Flight, or even simple levitation are among the skills of the Air Sorcerer.
Such wizards are known to contemplative and mercurial. Their homes, known
as Aeyries, are most often found on mountaintops and owls, eagles and ravens
are their familiars. A special skill of Air Sorcerers is Farsight. This power
is similar to prophecy but more narrow in scope. This makes these sorcerers
sought-after advisers but due to their isolated living habits only the most
serious petitioners ever reach them.
Fire
Magic: Fire magic can range from the secrets of the forge to the piercing
Flame of Wisdom; where a halo of fire appears around the wizard's head and
by looking through the flames the darkness of secrecy is illuminated. Due
to this skill, Fire Sorcerers are the Keepers of Hidden Knowledge. They also,
ironically, tend to be the most secretive and suspicious of others. However,
because of the strongly dualistic character of their power, Fire Sorcerers
can be welcoming hosts or excellent spies; after all fire can warm and illuminate
or burn to ashes.
Water
Magic: Water magic is the oldest of the elemental disciplines and because
the tides are echoed by the heartbeat, it is also the most emotive. The healing
spring or the sailor-drowning siren both derive their power from this ancient
source. Water Sorcerers can command any water creature from the Kraken to
the Water-wisp; from the water-spout to the tidal wave. They can also be both
sentimentally emotional and because of their understanding of the tidal and
cyclical rythyms of life their timing is exceptionally good. Ironically this
seems to make them particularly skilled military strategists.
Wild Magic: The most powerful, difficult to control and ancient of all the magics, Wild Magic taps into the primeval forces of creation. Only a Master Sorcerer, who has gained expertise in all the other elemental disciplines, has the strength of will to wield such forces. Due to the barely controllable nature of this Magic it is seldom called upon even by the legendary sorcerer's who were said to have wielded it. The last sorcerer of such power was the tragic Aywyl. Some of the reputed abilities of Wild Magic are interdimensional travel and prophecy or it may be represented by such entities as The Wild Hunt; a ghostly pack of hunting hounds, the personification of the chase and the kill. Any traveller to remote, isolated areas of the kingdoms that hears the sound of a hunting horn from out of nowhere should make every extreme effort to remain unobstrusive for if noticed by the Wild Hunt he will find himself its next prey. The only chance of stopping the slaughter would be a blast from the hunting horn of the equally ghostly Huntsman. He has never been known to give up his horn or make a second signal. Such is the overwhelming force of Wild Magic.

The
Kindred: The Kindred are a
nomadic race that have wandered the Twin Kingdoms for time immemorial. They
have been the travelling salesmen and troubadours that trade in the latest
news and events as well as hard to find goods. However, centuries ago many
of the Kindred tribes fell under the influence of Graidon's sorcery and gave
up their traditional wandering lifestyle. Now, they trade in objects of mystical
power; spellbooks and wands, charms and cauldrons. Their discoveries have
added to Graidon's power and made them his invaluable servants. This connection
has tainted the reputation of the few remaining tribes that avoided falling
under Graidon's influence and life can be very difficult for them. Despite
being independant and seperate from their fellows the Free Tribes often find
themselves persecuted or distrusted by the other peoples of the Twin Kingdoms;
all this is spite of King Aleric's decree that they be permitted to travel
unmolested.
The Kindred are traditionally led by a cheiftain (male or female) who in turn is guided by the advice of the family Oracle. This strange class of sorcerer is noted for its skill at prophecy but their predictions are mostly so vague or twisted that they are often unrecognized until it is too late. Still, among the Kindred they are held in great esteem and fearfully obeyed. Even Graidon employs the Oracles for his own ends.
The
Goblins: The Goblins are a fierce, warrior race that
inhabit the northern mountain range known as the Grey Heights. They are exceedingly
clannish and prone to inter-family feuding and quarreling. There are six dominant
Goblin "Houses" which lead numerous clans under one banner but the
number of clans may vary significantly at any given time as alliances shift
and new connections are made. Marriage or assassination are the two most common
ways such things are done. Goblin skin colour ranges from pale grey to mossy-green
and they are noted for their glowing, yellow cat-like eyes. Males are distinguished
by a pair of large horns whereas females have smaller ones. Both sexes have
small tusks or fangs jutting visibley from their lower jaws. Though generally
not as tall as humans they are solid muscle and extremely cunning which make
them much to be feared.
The Goblin admiration of strength and cunning are what primarily led to their attraction to Graidon and many willingly joined his cause. This was after Graidon seized his present stronghold Graidon's Keep from its previous owner in a brutal and bloody attack that both stunned and awed his goblin opposition. Goblin warriors have a reputation for switching sides when they percieve the one they are on is losing. This characteristic makes them much the Wild Card in certain battle situations. However, due to their overwhelming arrogance and self-centredness they are not too easily swayed from their goals.
Other Races: The most prominent of the other races that inhabit the Twin Kingdoms is the Fey. The term "Fey" is interchangeable with "Faerie" and refers to an incredibly diverse group of magical creatures. Generally the different faeries fall into elemental groups; Mermaids being water-faeries and Kobolds being earth-faeries etc. and it is from these varied elements that each Fey derives its power. The Fey are noted for their perverse and unpredictable character. Though many are capable of human emotion they have a tendency to be easily offended and petulant and will express this displeasure in potentially dangerous ways. Because of this Faeries are not generally sought out as allies unless their power, which can be considerable, is seen as absolutely necessary. Many customs meant to soothe or assuage Faerie pride can be found throughout Gwylas ans Ealwyn.
Dwarves, a strange combination of Fey and Human, are believed to be extinct as the last one was seen over a hundred years ago. They were the fiercest enemies of the Goblins and it is thought that the disappearance of the Dwarves is due largely to the unending warfare between the two races. The Dwarves were reknown for their metal-working ability and many were highly respected Earth sorcerers.
Wyrms, Dragons and other Monsters: At this point it is believed that such things as Wyrms, Dragons or Unicorns are strictly legendary. Any tales of such creatures are extremely old and very suspect. Their absence is generally explained by those who insist on believing, as the result of a curse that has placed all such creatures of Wild Magic in a deep sleep from which they can not awaken. And so they sleep in their hidden lairs waiting for a time when the curse may be broken.
home / company bio / story synopsis / character histories / store / gallery / what's up