Adventurers on Imarand in Imarand: The Twin Worlds | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Adventurers on Imarand

Adventurers break the molds of their home societies in many respects. They are expected to travel the world and absorb new ideas. They can advance their status rapidly in most societies, ignoring the strictures of class and station.

Most common folk envy the freedom enjoyed by adventurers, but their fear of twin worlds many dangers holds them back. Nobles and wealthy merchants often view adventurers with great suspicion, rightly fearing their ability to overturn the established social order with a few well-placed spells or sword thrusts. Some react by employing adventurers and sending them off on dangerous quests in which they are likely to die or at least not pose a threat. Others surround themselves with bodyguards or spend coins to discreetly undermine the position held by powerful adventurers in society.

An adventurer who attaches himself to a wealthy or noble patron earns a place in society commensurate with the influence and station of the patron. Those who threaten or intimidate the local power structure invite all manner of trouble: legal, financial, and violent. Adventurers who abuse their power are seen as little more than bandits, whereas those who use their power to help others are blessed as heroes.

Groups of adventurers often assemble informal companies, pooling their resources to share treasure, responsibility, and risk. These companies stand a better chance of receiving official recognition and licenses from governments or blessings from established churches, but individual members are more limited in their chances for advancement. On the other hand, informal adventuring bands take the greatest risks and offer the greatest rewards to individual members, but these freewheeling groups are often seen as lawless mercenaries in established kingdoms or city-states.

Travelers Lodges

The simple traveler's lodges are scattered along the main roads of Terria, build for traveler's to give them a relatively safe place to sleep and protection from the elements. All traveler's cabins are the same: a round stone hut in the middle of a large round fireplace and above a hole in the roof for smoke to leave. The fireplace doesn't leave much space in the cabin, but in winter travelers are happy for its heat.

The use of the traveler's cabins is free, but there will be expected of you that you leave behind something useful for the next person who uses the cabin, if only some freshly cut firewood. Travel back and forth between Terria and Ianna can be done through the Ether. But even overland travel in the realms itself can be confusing. Some areas on Terria and Ianna can warp both time and space. The occurrences can manifest themselves as either Dwealmors or Ether Storms, both are feared on Ianna and Terria because of their unpredictable nature.

Gods walk among Mortals

As some point a character might encounter a god, primordial, spirit of one of demigods that walk on the worlds. While they retain their godly power and their domains in the heavens some choose to make a home among the mortal they serve.

As a general rule the gods are demanding but caring beings, the primordials distant and stubborn, and many of the spirits and demigods, roam from place to place are unattached and proud.

Remove these ads. Join the Worldbuilders Guild


Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

Age of Heroes

1101 and beyond

  • 1101 AC


    The Great Portal Opens
    Construction beginning/end

    A grand portal between Mag Mell and Braxris is opened.

    Additional timelines
  • 1102 AC

    1138 AC


    Azureglade Orc Wars
    Military action

    The orcs for Orcdell raid Umar and Drekar and kidnap the governor’s daughter, Cilicia, sending Drekar calling for justice.

  • 1103 AC


    Undead King Turam is defeated
    Life, Death

    An adventuring group called the World Shapers free the kingdom of Fjortir from the undead tyrant’s grasp.

  • 1105 AC


    The Siliban
    Life, Organisation Association

    The Siliban appear within Fjortir and claim the ruined citadel of Coasthall as their own, forming the City State of Coasthall.

    More reading
    Coasthall
  • 1107 AC


    The War Exodus
    Population Migration / Travel

    As the diplomatic channel mounts to nothing, the city-states prepare for war. An exodus results as people are leaving the Azureglade region.

  • 1110 AC


    Founding of the City-State of Coasthall
    Founding

    The Siliban appear within Fjortir and claim the ruined citadel of Coasthall as their own, forming the City State of Coasthall.

    More reading
    Coasthall
  • 1112 AC


    The Siege of Umar
    Military action

    The War of the City-States erupts as Drekar, aided by Ardee, storms the walls of Umar.

  • 1115 AC


    The Durnmorn Rebellion
    Revolution

    A rebellion starts in the northern province (Durnmorn) of the kingdom of Aldriel.

    More reading
    Durnmorn
  • 1120 AC


    Claim to Legitimacy
    Cultural event

    The World Shapers uncover the relics of Durnmorn, helping to create the kingdom. With this, the independence war for Durnmorn begins.

    More reading
    Durnmorn
  • 1125 AC


    Orc hordes take Drekar
    Disaster / Destruction

    Drekar, weakened by the war, is taken by the orcs, ending the War of the City-States.

  • 1126 AC


    The Kingdom of Durnmorn
    Founding

    Durnmorn, the empire of adventurers, is formed under the rule of Rhilam Ulfia.

  • 1138 AC


    Azuraill Rises from its Ashes
    Military action

    The elves reappear in the Azureglade region, reclaiming their ancient kingdom of Azuraill as the war has weakened the current powers in the area.

    More reading
    Azureglade
  • 1139 AC


    Demari Returns
    Celestial

    Demari return as goddess of life and death with the aid of the Seekers of Old.

    More reading
    Demari
  • 1142 AC


    The Slave Riots
    Civil action

    Riots break out in Nindir, turning into a civil war.

    More reading
    Nindir
  • 1142 AC


    Chysssazos Appears
    Plague / Epidemic

    Chysssazos, the Saurian Cannibal, attacks Braxris and flies through the portal. Wreaking havoc and destroying a part of the cities of Mag-Mell and Braxris.

    Location
    Braxris
  • 1142 AC


    Wrath of the Old Elven Nation
    Disaster / Destruction

    The Kingdom of Azuraill destroys the City-State of Drekar unleashing the full might of the elves against the green skins.

  • 1152 AC

    1180 AC


    The Goblin Works
    Technological achievement

    The building starts on The Goblin Works, a steam-powered machine that runs between Myntal and Mag-Mell, and another between Braxris and Armor Citadel. The famous Clawos Ironbiter made plans and oversaw a large part of its construction.   In 1177 the Goblin Works were finished between Mag Mell and Myntal. Not long after that, in 1180, the Goblin Works are completed as well between Braxris and Armor Citadel.

  • 1154 AC


    The Third resurrection of Magdu
    Celestial

    Magdu remerges as a weakened god of conquest and war.

    More reading
    Magdu
  • 1155 AC


    Xuno, The Hound
    Celestial

    Xuno, champion of Magdu, an instrumental in the third resurrection, becomes a demigoddess of vengeance and chaos.

    More reading
    Xuno
  • 1156 AC


    Dead to the King
    Life, Trauma/ Loss

    The king of Nindir is killed during a public event. The chaos that follows kills thousands of people in the streets of Ruthann.

    Location
    Rulthan
  • 1158 AC


    The Pirate Wars
    Military action

    The Pirate Wars start. The Madilar lead a ragtag group of ships from other nations (Fjortir, Elangon, and Aldriel) into battle against the pirate armada. These ships are equipped with rune cannons to obliterate the pirates.

  • 1160 AC


    Nindir decends into Chaos
    Civil action

    The kingdom of Nindir spirals downwards into a state of anarchy.

    More reading
    Nindir
  • 1163 AC


    Clawos Ironbiter dies
    Life, Death

    Clawos Ironbiter dies, turns into metal in front of Clawos’ guildhall, leaving his massive Metal Tower unfinished. The Bear’s Paw Forge, one of Clawos first shops and say the birth of the group called the world shapers, is sold and renamed as none of Clawos’ heirs are willing to take up their father’s trade. This sell is the start of the Clawos Trading Consortium.

  • 1186 AC


    Sea gate of the Madilar
    Technological achievement

    Magical sea portals (big enough to fit a galley) are opened between Armor Citadel and Winter Haven and between Port Hauragon and Ardee.

  • 1192 AC


    Sha Rule on Nindir
    Gathering / Conference

    A new Sha Queen has been found, her first decree ended the slavery of the Sha people and returning the kingdom to its shamanic ways.

  • 1195 AC


    The Prophecy
    Disaster / Destruction

    An oracle warns that Chysssazos will reappear at the dawn of a new age.

  • 1198 AC


    Celebration at the Gates
    Financial Event

    Braxris and Mag-Mell celebrate their 100 year partnership in a grand banquet and celebration.

  • 1202 AC


    Chysssazos Reappears
    Era beginning/end

    Chysssazos emerges within the Scasis jungles, and with this, the Cult of Chysssazos appears, hunting both dragons and humanoids to sacrifice to their “god,” small villages on both Ianna en Terria disappeared off the map, without a word of what happened.

  • 1205 AC


    Player's Start
    Expedition

    Let your player start at this point to make there own history.

Comments

Please Login in order to comment!