As a player it is up to you to decide who you want to be and how you choose to interact with the world around you. To start, the world we are playing in is called Adrasil, and specifically a Kingdom called Olaran, which, until recently, was a unified human kingdom. After recent events, the kingdom has split into three - The lands to the north of the Grimmock Mountains, as well as parts of Raven, have been taken over by the Sea Lords who have raised the ancient banner of the Realm of Throi. The Hearth-Guard have taken the lands at the southern base of the Fire Mountains, including much of Murnock and some of Lannock. The rest of the kingdom remains Olar. The original kingdom was broken down into nine distinct regions, all of which have their own subtle culture and influence on the people who live there. These regions or provinces will be listed at the end of this section for reference.
After looking through the regions, try and think of where your character might be best suited to live. Now that the kingdom is split into three, it may make sense for your character to come from a region controlled by your faction. However, because the realm split so recently, it could be part of your backstory that you had to flee your home and move because of the civil war.
Next decide if you live in a city, a village or perhaps a more bohemian lifestyle. In each region there are major cities of importance that have some details you can work, but do not be afraid to create something of your on within reason. Like any real world map there are hundreds of towns and villages in between what you see marked on a map, so if you don’t find something to your liking try flexing your creative muscles a bit and building your own little town. (It should be noted here similar rules apply in this case to those stated in the introduction. A players backstory is flavor for roleplay and will not affect the story or world of Adrasil beyond their own experience.)
Finally, add some personal details and flare to make your character unique. Giving them a family or group of people who they grew up with helps deepen the narrative you will create and only adds to the immersion of the world. And while heroic deeds and epic adventures are all well and good, try and find some tragedy or even character flaws that make your character more well rounded.
Below is a section detailing each of the regions of Olaran and their function in the kingdom overall, as well as notes about which areas are now outside of Olar rule.
The map below was current as of YL1122, but does not reflect the changes after the Third Battle of the Thornwood.
The Three Realms
In the Year of Light (YL) 1121, the Sea Lords left Olaran, citing the end of their contract with the kingdom after the death of the last king. The Rangers and Kingsmen united in an attempt to stop the Sea Lords leaving the realm, and the Sea Lords enlisted the Hearth-Guard as allies with the promise of aid via river barges and navigational knowledge.
In the year following, the Hearth-Guard took most of Lannock and Murnock (see details below) and created a new realm, which they named “The Hearthlands.” The Sea Lords claimed the ancient name of “Throi” for their realm, which is currently composed of all of the region of Grimmock, as well as portions of the Borderlands and Raven. In YL 1122 during the Third Battle of the Thornwood, the city of Grimhold fell to the Sea Lords, ending a months-long siege. Shortly after the battle, returning Hearth-Guard warriors took and sacked the Temple of Luminos in the heart of the Fire Mountains.
The borders are currently fluid, as battles rage up and down the realm, with the Kingsmen and Rangers attempting to retake the territories once belonging to the crown of Olaran, while the two new realms struggle to maintain their borders.