Worldsheet – Quick Reference
There’s a number of key things to know about this setting.
- There are no oceans that your players know of (sorry).
- Your players have never journeyed outside of Kierval, a verdant region approximately 60 miles wide (E–W) by 400 miles long (N–S).
- Kierval is surrounded by the Rift Mountains, which are prodigiously steep, gray, rocky masses with terrible, oppressive fog and storms. Very few traders can brave them, but they usually come from the East, where you’ve heard rumors of another valley.
- Kierval has two main cities, Aschoriel, in the mid-valley, and Toravos, which sits on the south end, near the Lake.
- There are many small villages mostly used for elementary trade and labor housing.
- There is only a loose central coalition; for the most part, localities govern themselves quasi-independently. The only central administration is for
- Roads: multiple, expensive, lengthwise roads are funded from central tax
- Security: the region is patrolled by a small but professional guard
- Weights and Measures: these are standardized for trade
- Roads: multiple, expensive, lengthwise roads are funded from central tax
Your characters start in the city of Aschoriel. (Pictured above.) Whether they are from here, or from elsewhere in Kierval, is a character design choice. Regardless, they are certain to be familiar with the city, as one of Kierval’s bastions of commerce—and civilization.
The Rift Mountains, over which your character has not yet ventured. Very little is know about what lies beyond these formidable masses; it is said that to the east, there are cities much like those in Kierval.