BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Twyrif

"Ah, Twyrif, fair Twyrif. Once a city of kings, now for centuries the seat of the Duke of Arnallan. Here, one finds a people clinging to fading grandeur with a desperation not unlike that of the old Burbric emperors. The city bustles with life and color, but it takes little effort to peer past the façade and glimpse the rot at its core, both figuratively and, in many places, quite literally. At its heart lie the Slums, where rooftops lean into one another and only scraps of sunlight ever reach the crooked streets below. Encircling them are the city’s more celebrated districts: graceful streets and marbled squares, gilded churches and solemn temples, leafy parks and open-air theatres. Towering above them all stands the mighty Caer Twyrif, residence of Duke Deiniol of Arnallan.
  Twyrif is counted among the oldest cities on the continent. As far back as the days of the Ryric Empire, in the third century Before Parretoa, records speak of a city that served as the heart of the Arnic people. Though the name Twyrif does not appear in these texts, scholars widely believe the references to be about this very place. If the sources are accurate, the city already boasted formidable walls, and what may have been an early form of the present-day Caer Twyrif stood sentinel upon the bluff that juts sharply between the rivers Duhr and Mygar.
  The city’s name likely derives from ancient Arnic. Twye, meaning “two,” and Riw(e), meaning “river.” In those early days, Twyrif was a critical crossing point, where fords on both rivers allowed direct passage between the Plains of Arnallan and the northern reaches beyond. It is no wonder, then, that a permanent settlement grew at the feet of the watchful keep. A market sprang up where merchants met, followed by taverns, inns, and chapels, until a thriving community rooted itself around the fort.
  From the second century After Parretoa, with the return of the light, records become clearer. Twyrif is consistently referenced as the capital of Arnallan (though its name shifts through time, Twyeriw, Tvore, Tviref, and more). It is said to have held over 3,000 souls, an impressive number for any city east of the Gynardan Mountains, and exceptional in the wake of Parretoa’s fall.
  The city experienced a swift period of prosperity and expanded rapidly, becoming a regional center of trade. With trade came traders, and with traders came the rise of the Merchants’ Guild, a body that initially oversaw fair prices and market standards but soon grew into something far more powerful. The guild began registering and regulating all commercial activity within the city walls. No business, great or small, could operate in Twyrif without their blessing. This authority turned the Merchants’ Guild into a major force in city affairs, and in time, its members used that influence to secure key positions within Twyrif’s political and economic structures.
  With the growing power of the Merchants’ Guild, another organization quietly took root in the shadows of Twyrif: the Whisper Guild. Officially, it was formed under the oversight of the Merchants themselves, intended as a covert force to investigate and dismantle criminal activity within the city. But corruption, as ever, seeps into all things. The Whisperers were no longer enforcers but lords of crime in their own right. Their influence grew strongest in the Slums, but over the past decade, during which many lords and knights have been absent, off waging war in the south, the guild has expanded far beyond Twyrif. Safehouses, hideouts, and informant networks now stretch across all of Arnallan. Emboldened by their unchecked success, the Whisperers have cast their gaze toward Hofendal and, eventually, the entire kingdom.
  Thus it came to pass that every trade in Twyrif passed through two gates: above the table, under the watchful eye of the Merchants’ Guild; and beneath it, in the grasp of the Whisper Guild.
  It was in the early centuries After Parretoa that another faction arose: the Order of the Golden Bascinet. Formed as an elite brotherhood of knights, they served as bodyguards to dukes and kings, and as warriors in times of need. The Order quickly became a haven for second and third sons, young men with no inheritance, seeking glory elsewhere. But this also gave the Order a reputation: they were seen as lesser knights, undisciplined brutes with noble names and little restraint. Over the years, both the Merchants and the Whisperers exploited the ambition of the Golden Bascinets, showering them with gold and favors. In return, the Order often turned a blind eye to the illegal dealings in the Slums. Should a merchant displease the Guild, it was not unheard of for their shop to mysteriously catch fire, and the Golden Bascinets would never raise a hand in protest.
  Today, the Order is led by Captain Fedryc Fyld, a grim, battle-scarred veteran whose years have hardened him into a man few dare to cross. The Golden Bascinets are now a feared presence in Twyrif. When a golden helm approaches, it’s best to hide, whether you’ve done something wrong or not.
  These three powers, the Merchants’ Guild, the Whisper Guild, and the Order of the Golden Bascinet, form a tangled triangle of influence that governs Twyrif as surely as any crown. Together they comprise the Council of Twyrif, an assembly that serves as the duchy, though it wields authority far beyond mere counsel. Its members include powerful vassals of the duke, senior guildmasters, a number of Whisperers, and of course, Fedryc Fyld himself.
  While the decades passed and Twyrif flourished, a new power began to rise in the south. At the end of the fourth century AP, a general from Fendal was crowned King of Fendal. Looras the Great marched north, and in 401 AP, conquered Arnallan. Thus ended the days of Arnic kings, and from that moment on, the rulers of Arnallan bore only the title of duke.
  But though Twyrif bowed, it never broke. The city remained proud, and its people have long memories. In whispered ballads and sunlit squares, they still speak of the days when Arnallan stood as a kingdom of its own. In their hearts, the dukes have never sworn true fealty to the kings of Rasfadal.
  Under the Fendalian crown, Twyrif managed to retain its importance, often serving as a counterbalance to the southern capital. Try as they might, the kings could not stifle the city’s growth. Its harbor district blossomed; grand churches and sweeping cathedrals rose in stone, many named after ancient Arnic heroes and saints. The city adapted, endured, and, like its people, never truly forgot who it once was.
  Now, many centuries later, Twyrif, and with it, the Duchy of Arnallan, is ruled by Duke Deiniol I. Within the towering walls of Caer Twyrif, a merciless web of intrigue, deception, and quiet ambition weaves ever tighter. And in the year 1253 After Parretoa, it coils more fiercely than ever.
  King Staar II of Rasfadal lies dying, and he leaves behind no heir. For Deiniol, this is the moment he has long awaited, the chance to restore Arnallan to its former glory. But such a prize will not be claimed without cost. The king’s other vassals will not stand idle; they remember well that Arnallan has neither forgotten its power nor relinquished its ambition. In the looming power vacuum, its will shall be known.
  To secure his position, Deiniol has spent years weaving alliances, long before the king’s illness was public knowledge. He has arranged marriages designed not only to strengthen his own claim, but to undermine his rivals. One of these moves is the betrothal of his son, Mortain, to Elda of Asterfyld, the young daughter of a border-lord in Daradal.
  Should war come, Elda would serve not merely as a bride, but as a hostage, granting Deiniol the leverage to seize Castle Asterfyld without lifting a blade. With the castle in hand, he could march into Daradal before Duke Arling of Thring even realizes war has begun.
  But power alone is not enough. Deiniol wishes not to become king of Rasfadal, but of Arnallan, and to become king, Deiniol must be crowned, and no coronation is legitimate without the blessing of the Divine. That blessing must come from Bishop Martus of Soravia, the spiritual master of all priests in Arnallan, who has made clear his price: every priest in Twyrif must be granted a seat on the Council of Twyrif.
  Deiniol hesitates. The price is steep, granting the Church such direct influence within his capital would shift the balance of power in dangerous ways. Yet he knows he has little choice. Without Martus, there is no divine sanction. And without divine sanction, there is no crown.
  If he is to be king, then the Church must speak his name, and so, with clenched teeth and a calculating eye, Deiniol weighs the cost of greatness."

  D. Harewood, Fendalian Cartographer

Government

The lord and head of the city is Duke Deiniol I of Arnallan, but he does not rule alone. The Council of Twyrif, a group of ten wealthy and powerful figures in the city, are the driving force behind much that goes on in the city. The majority of the council's members are high-ranking members from the Merchants' Guild. Some of the council members are from the Whisper Guild, a criminal organization and important source of information, both from the city and surrounding lands. The final members of the council are a couple of entrepreneurs owning several mines in the Gynard Canyon.

Defences

Twyrif is built at the point where the rivers Mygar and Dhur merge, granting the city a natural defence to the north, east and west. A stone wall and thirteen towers surround the city to add another layer of protection. Atop a cliff on the north side of the city is Twyrif Castle, a formidable stronghold overlooking the city below.

Infrastructure

Twyrif has a rich infrastructure. It is located along the North-South road, the main road through the kingdom. Outside the west gate is a draw bridge across the Mygar river, which is one of the most important and save bridges to cross the river and an important crossing along the North-South road. To the east of the city is a river across the river Dhur, offering a direct route to The Swamps and the Arnallan Plains. In the south west quarter of the city is the port district. It sees a lot of trade coming in across the river. Cargo ships navigate the river until Twyrif where they unload and sell their wares.

Districts

Six district make up the city of Twyrif. To the north is the government district. Many governing figures live here and this is also where the city hall and barracks are. On the north west is Old Town. This district lies between The docks and the castle is and where the first citizens of Twyrif made their homes. To the south west are The Docks. This walled off section contains several docks and warehouses. There are always people working in this area. To the south is the Merchant District. This is where all the goods from the docks are sold. You'll find many shops in this district. To the south east is South End, a luxurious area with spacious houses and plenty of room. Most people say this is the best part of town. In the middle of it all at The Slums. Originally the slums were built outside the old town and the city grew around them. In the slums you'll find all sorts of shady folk.

Guilds and Factions

There are several factions in Twyrif.  

The Knights of the Golden Bascinet

The Knights of the Golden Bascinet are the local law enforcement under the control of the Duke of Arnallan. They serve as local enforcers, as well as the dukes retinue. Most members are born from low nobility and join in an effort to gain prestige. Some members take their role very serious, acting as paragons for the people of Twyrif, while others abuse their power and harass the common folk. Be watchful when you come upon a Golden Bascinet: they can be a protector, pure of heart, or a scoundrel of the worst kind.  

The Heroes’ Guild

Only the greatest individuals are allowed to become members of this guild. For over two centuries it has recruited and trained people that have become the stuff of legends. Their goal is to train individuals to travel around the land and help people in need. Heroes are trained in one of three different disciplines: Courage for physical prowess, Finesse for character and agility and Mind for knowledge and magic. The guild is led by Grand Master Fenwyn, and a council of the Masters of each discipline: Charn, the Master of Courage; Darostan, the Master of Finesse and Kaelin, the Master of Mind.  

The Merchants' Guild

The Merchants' Guild is made up of the wealthiest Merchants in Twyrif. What started out as a collective effort to build a regulated market has turned into an elitist group of wealthy individuals that control each and every shop in town. They decide which goods are sold, bought or prohibited and what price they go for. Competition is quickly brought into the guild or taken out of business.  

The Whisper Guild

The Whisper Guild is a powerful criminal organization within Twyrif. While its headquarters are in the city the Whisper Guild's influence spread all throughout the Arnallan Plains. They have hideouts in many villages and hamlets and keep a firm grip on any and all criminal activities in the region. Anything more than a common pickpocket will attract their attention and is seen as either a new recruit or competition. And the guild has an effective way of dealing with the latter.

Points of interest

Inside the city you'll find several

Natural Resources

Located between two rivers, the city has immediate access to fresh water. Twyrif is located in a naturally forested area, granting the city easy acces to wood. Fertile lands towards the east can be used for the production of food. It is also a good place for herding sheep. Further south is the Gynard Canyon, offering metals and stone. With no other major settlements in the area Twyrif can operate many mines in the area.

Maps

  • Twyrif
Type
City
Population
10.000
Location under
Included Locations
Owner/Ruler
Owning Organization
Characters in Location
A 1218 painting by D. Harewood showing a bird's-eye view of Twyrif. The church of Milory had not yet been built.

Comments

Please Login in order to comment!