SERATINTHE WORLDS WITHIN THE STORIES

LANDS, SEAS & LIVES

A world with depth.

Surface continents, an ocean-spanning civilization and communities beneath the ground. Each is part of Seratin.

Sepia illustration of Calenwood’s ancient woodland in Teraven, with a rocky stream winding between massive trees, exposed roots, and ferns.

The central lands

Teraven

The central surface continent, and the setting of Jun Kormun’s story in 935 AR. Roads, ports and known kingdoms coexist with northern places that surviving histories misunderstand.

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Anashun manuscript illustration

Across the western sea

Anashun

The western continent. Its landscapes and settlements form the next stage of the Teraven trilogy, while Velis is the home of the seafaring adventurer Rhundalees.

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Sepia illustration of a mountain city across two ages, with snow-covered ruins on the left and a thriving city on the right.

The northern country

Vaerashan

The northern landmass changed profoundly by the Great Cold. Thalenor belongs to its warmer past; later journeys encounter the country left by centuries of change.

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Vorthakel’s ringed ruins, with concentric stone terraces and a monumental circular gateway among snowy mountains.

The eastern continent

Ruthal

Ruthal lies east. Cold uplands, high tablelands, rifts, Deep Basins, dry southern country and wetlands give it a varied geography. Lott Undel’s journey explores one part of this larger land.

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Ink illustration of the Tharun Canyons, with layered cliffs, deep ravines, and distant tablelands.

The separated south

Satharan

Formerly joined to the southern lands, Satharan separated in 2180 AA. Its ancient southern hub is central to Gates, set much earlier, in 200 AA.

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Thalorien’s underwater city in Nera, with living spires, arched bridges, coral, and sunlight filtering through the sea.

The world beneath the waves

Nera

Nera spans Seratin’s oceans. Neravel is its central city; six political regions send twenty-four representatives to the Council of Currents. The Nerathi breathe both air and water.

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Ahndar, the Founders’ Pod in Morvae, with cavern settlements, stone bridges, waterfalls, and glowing fungi.

Communities within the earth

Morvae

Morvae is subterranean. Refugees established its permanent settlements in 835 AA within Urraketh-carved tunnels. Its nine principal pods preserve distinct communities and traditions.

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THE VEIL & THE GATES

An old wound.
A lasting responsibility.

The Veil is an ancient natural interface. Its wounds existed before the Gates. The First People built the Gates to regulate those wounds; travel came later.

The Black Instrument was originally a handleless device, created in 501 BT to hold open the Gate. Its later adaptation into a sword belongs to another part of its history.

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A three-masted galleon with cream sails, red unicorn flags, and a golden unicorn figurehead sailing among whales.

RHUNDALEES · A STORY IN DEVELOPMENT

South into the isles.

In 725 AR, Rhundalees sails the Sea Spirit from the world of Velis and Anashun into the Southern Sea. His story brings together sea travel, shore expeditions and ancient ruins.

His companion Brindle is a Talmiri, at home in the rigging and the sea. The ship’s brown wooden hull, three masts, purple-and-cream sails and longitudinal stabilizers give it a distinctive silhouette.

Established setting and characters; a complete manuscript is not included in this collection.

LIFE ACROSS SERATIN

More than scenery.

Mounts, hunters, swimmers and flyers shape travel and daily life. Their habitats matter: the creatures of Morvae, for example, neither fly nor glide.

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Varemel illustrated fauna plate