World Primer
There's plenty you'll discover in this world as your character adventures through it, but here are a few things to have in the back of your mind as a player, even if your character doesn't happen to know them.
Setting Basics
We'll be playing in a medieval/fantasy world with trappings familiar if you know
The Lord of the Rings, the Witcher, Wheel of Time,
The Name of the Wind, and their relatives. Don't worry if you're not intimately acquainted with all of these sources. No special knowledge is required to play in our game.
In this world, the flavor of cultures is similar to those from the Late Middle Ages in Europe and the Abbasid Caliphate in the Levant. It's a world where communication is slow, and travel slower. All music is live. All books are analog. Nights are lit by fire, moonlight, magic, or not at all. Towns and cities are few and far.
Arcane magic exists, but it is rare, achieved through intensive study, uncommon inheritance, or dear cost. If you wind up playing as an arcane magic user, you may expect to be feared by common folk, distrusted by burghers, or exploited by the ruling class. Divine magic, which is more common, is another story. Playing as a paladin or cleric may earn you different attitudes from those you encounter in your travels, and they may look to you for pastoral guidance or healing.
But maybe you're saying right now, "hol' up. Arcane? Divine?...
What?" That's fine. Think about how conservative Christians often had a problem with Harry Potter, but they were fine with Narnia. Harry Potter is arcane magic; Narnia is divine magic. Thank you for coming to my TED Talk.
The Name Ard Tala
This is the name of the regions that together make up the known world. It means "gathered lands" in some ancient tongue. While a fair number of its valleys and rolling fields have been settled and cultivated, most of Ard Tala is still wild and hidden under dense forest canopy or the fog banks of mountain peaks. As for what lies beyond the known world, there is only the scattered reports of nomadic traders or the rumors of madmen and liars.
Calendar Year
Cathedral Reckoning: One thousand, one hundred, seventy-nine years ago,
Medhevan masons laid the cornerstone of the Cathedral of the White Rose, marking the first year of the present era. This Cathedral Reckoning (C.R.) is the calendar observed by the Church of the Awakened and the human nobility of the southeast of Ard Tala, who hold the year to be 1179 C.R.
Years After the Transit: Chroniclers and scholars from all races, across Ard Tala, are much more likely to count the year from the ancient transit of the Dark Star, the culturally traumatic celestial event that marked the complete uprooting of the mythical memories of Ard Tala's peoples and their acclimation to a new world entire. There are few records of those early centuries, as well as some dispute over just how many years have passed since then, especially among human scholars, but it is generally accepted that we currently live in the year 3914 A.T. (after the transit).