
The World of Karthia. Karthia is a harsh and unforgiving continent. In the north, snowy peaks and howling winds hide fierce clans and ancient ruins. In the south, fertile yet disputed valleys harbor human kingdoms corrupted by political intrigue, while swamps and dense forests to the west hold dangers that civilization prefers to forget. 1. Regions and Main Cities. The Frigid North (Skyrim Inspiration). Vinterhold (The Stone Citadel): A large fortified city carved into the side of a colossal mountain. It is the seat of northern political power, ruled by tough Jarls who value strength and tradition above all else. Its walls withstand perpetual blizzards, but the interior suffers from political tensions and resource scarcity. The Bjel Mountain Range: A rugged and treacherous chain of mountains. Its deep caves house iron and silver mines, but miners frequently awaken things worse than the cold—such as subterranean creatures and remnants of forgotten cults. The Port of Skellige-Karth: A coastal village of Nordic sailors and raiders. From there, longships set sail to fish in the freezing, icy waters of the Twilight Sea. The Central Heart (The Witcher - Northern Realms Inspiration). Karthia Prime (The Divided Capital): The largest metropolis on the continent, surrounded by imposing walls and wheat fields that feed the realm. However, behind the facade of opulence, the city is rotten with corruption: thieves' guilds control the alleys, nobles conspire behind the King's back, and common folk starve. The Valley of Orchards (Blaviken/Velen vibes): Rustic villages scattered across green and muddy hills. Life here is simple, but dangerous. Entire villages depend on the goodwill of witchers, mercenaries, or the royal guard to protect them from monsters descending from the woods at night. The Gray Frontier: A neutral, militarized zone between human kingdoms and wild territories, marked by ruined forts, ancient battlefields, and ghouls wandering in search of bones. The Wild and Dark West. The Forest of Brok-Karth: A primordial, dense, and claustrophobic forest where the tree canopy blocks almost all sunlight. It is inhabited by hostile fey creatures, ancient monsters, and reclusive druids who hate civilization. Locals say those who enter without permission never find their way back. The Swamp of Sighs: A foul, misty mangrove swamp covering southwestern Karthia. Ruins of pagan temples slowly sink into the mud, serving as refuge for outlaws, swamp witches, and the undead. 2. Mysterious Points of Interest (To place on your map). The Rift of the Eternal Dragon: A gigantic geological scar in eastern Karthia, where the earth opened up after an ancient magical cataclysm. They say the echo of ancestral roars still reverberates from the bottom of the canyon at night. The Monastery of the Blind Eye: An isolated temple atop a secluded mountain, where blind monks guard forbidden tomes of prophecies and secrets forgotten by the gods. The Sunken Tower of Aelion: An arcane tower that partially sank into a black lake on the border of the kingdom. Its upper windows still glow with an unstable bluish light when the moon is full. Here is the summary of the central story, containing only the names of the villages as you requested: The fortified city of Valoria established a pact with neighboring settlements two hundred years ago, promising military protection in exchange for vital resources. Today, however, Valoria has become exploitative: the Governor levies heavy taxes, the city grows rich, and the villages are left to fend for themselves, with roads infested with monsters and dangers. The adventure begins during the annual "Tribute Caravan," when the characters meet on the road and are forced to unite to face a major threat blocking the route to the capital. The Six Origin Villages: Brok's Mouth, Cracked Stone, Salt Coast, Crimson-Gold Fields, Cold-Gray, Crow's Perch.
Sign in to add this map to your collection.