Curtana
Curtana is the largest country in the Sub-Continent of West Eirinn, itself within the mainland continent of Eirinn. Known for its cosmopolitan cities, robust shipping support and its large Weave Well, Curtana is considered one of the most welcoming and culturally varied countries in the world, despite the heavy social disdain from other parts of the Continent, particularly Nobility.
Physical Geography
The northern border of Curtana is marked by The Scar, a huge chasm that many say descends into the Planes of Navia themselves, and is patrolled by the Scar Watch Knights of the Hold, operating out of Velarius’ Hold, Prowler’s Ridge and Fort Nicholas. The border does not follow The Scar exactly, but instead follows the path of an old riverbed that previously ran from Vhelreshtifer's Deep to the Sea of Mercy. While this riverbed is now dry and mostly swallowed by The Scar, the parts that remain show evidence of former settlements, including the aptly named "Bridge to Nowhere". Beyond the Scar is the country of Duuintriya, also known as the Stone Coast, part of the Sub-Continental Region of North-West Eirinn.
The Stonemoors, a barren zone whose destruction dates back to the Fall of Ythrynaar, extends southward from The Scar toward the Fuldairan Plains and the northern edge of the mountains of Kalduhin's Range. Divided into the Northern and Southern Stonemoors, the Northern Stonemoors makes up the region from The Scar to the point forty miles southward toward the eastern half of the area. It is the location of the Umbrasill, an unusual natural Gate that formerly led to Tìr nan Dubhar, the Plane of Shadow (Realm of the Shadow Fey), but now sits dormant. The Southern Stonemoors make up the region surrounding the northern part of the Kalduhin's Range, stopping approximately 20 miles short of the eastern border. A huge lake, nearly 80 miles long, known as Vhelreshtifer's Deep takes up part of the border of the east of Curtana, marking the edge of the Stonemoors and proximity to Country borders.
The east of Curtana is mostly rural, with scattered villages and small towns focussing primarily on agricultural trades. The Viren Woods dominate the landscape to the east of Sempervirentis, while the river Murie, the largest river in West Eirinn, runs the width of Curtana from the border, where it flows from the country of Hartmoor, to its mouth in the Sea of Mercy in Muriedge.
Sapient Geography
The country of Curtana features five major cities: Fuldair, Sempervirentis, Muriedge, Rivergate and Aldermeet. Of these, only Aldermeet is not accessible by water, though it remains a major trading city in the south of Curtana as it is the only thoroughfare into Curtana due to the mountain pass. Aldermeet is bordered on two sides by mountains, the Coastal Peaks, and the Andarian Range, and controls much of the travel in and out of Curtana’s southern border. Aldermeet is most famous for its ancient alder carr woodland, and the giant alder around which Aldermeet was built. Much of the city is built on platforms crafted from local alder wood and stone.
North of Aldermeet is Rivergate, located on the south shore of the River Duuin. Rivergate features a small port known predominantly for its exports of iron, copper and lead from the Faeladuun Mine. Rivergate is known as an industrial city, famous for its Schools for Blacksmithing, Armouring, Leathercrafting and Carpentry.
Northward from Rivergate is Muriedge, the Capital of Curtana, also known as the City of Fortuity. It is a large, wealthy city with vibrant commerce and a multicultural society that encourages the development of new ideas, as well as upholding the traditions of old. An interesting feature of Muriedge is the fact that parts of the city are built out on Dragonscale Granite islands in the mouth of the River Murie. The naturally occurring islands are beautiful to behold, especially at sunset, and the westernmost island is the location of Muridge’s Mage Tower, as well as the famous Tremolite Tower.
The next city northwards is Sempervirentis, so named because of the evergreen forests that once dominated the landscape around the city. The city was built atop a massive Weave Well, making it a haven for Weavecrafters of all levels and fields of study.
North once more from Sempervirentis is Fuldair, the City of New Hope and City of Billowing Sails. It is well known for its Academy dedicated to sailing, the sea and the businesses associated with the sea, as well as its shipbuilding industry. Fuldair was once a haven for pirates, but instituted a democratic council which turned the city around.
For those unable, or unwilling, to travel by sea, the Merchant’s Course is a main road that connects all five cities. While most of the road is patrolled by members of the five cities’ Guard or Militia, there are parts of the road that are still fraught with dangers, such as bandits and wild beasts.
Structure
Curtana does not have a monarch, emperor or regent, but is instead overseen by the Curtana Accord, a coalition of the cities of Curtana dedicated to the protection of the country, its history and people's wellbeing that prevents a single individual from gaining full authority over the entirety of the country. The Accords came into effect after a short civil war almost tore the country apart, and ultimately resulted in the deaths of all legitimate heirs of the Founder's bloodline. Rather than choosing a new ruler, the remaining generals negotiated peace by declaring that City Regions would democratically elect their own leadership, and that the elected leadership would operate in a manner similar to a parliament.
The Accord was broken by Fuldair when it was annexed by the Silver Hand in 1468, though the city returned to the fold when Aelyx Everbright led the city to freedom and was elected First Minister of Fuldair in 1478.
Speaker of the Accord
The role of Speaker holds no official power to suggest, make, change or rescind laws, but does hold power over the Accord Chambers in that they are the moderators of the entire process. Their role is to ensure that all suggestions and alterations are made fairly, with equal representation, and that all procedures are correctly followed.
Elected Representatives
The leaders of the City Regions make up the Elected Representatives of the Accord. These leaders are democratically elected by their "constituents" in processes that can vary from city to city.
Representative Secretaries
Representative Secretaries are assistants to the Elected Representatives and are specifically situated to assist their Representative with Country-wide policy, decision-making and research. Each Representative generally has two Secretaries, and these positions are often issued on merit, though some City Regions have a rotational policy in place to ensure that the roles are not monopolised. In the event that a Representative cannot attend an Accord Summit, one or both Secretaries will attend in their place.
Culture
The Aristocracy
Curtana uses the West Eirinn Standard of Aristocracy, which is divided into three levels; Noble Line (a person or family with wealth but little extended influence or power, usually limited to a city, town or village), Noble Family (a family with wealth and extended influence, but no extended power, usually limited to a single City Region), and Noble House (a family with wealth, influence and power, usually spanning multiple regions, or even countries).
Noble Lines do not have a title, though usually have land and/or position in society, and are generally referred to as "Master" by those below them. Nobles can be granted a title, and thus become a Noble Family, through the accumulation of wealth and by having it conferred upon them by the dignitaries of their city or members of the Accord. The most notable example of this kind of ascension is that of Noble Family Westport, who rose to prominence through shipbuilding and naval technologies in Fuldair. Once affirmed as a Noble Line, these Nobles can introduce themselves as being of “the Noble Line of …” and are expected to uphold the laws of Noble Obligation.
Noble Families use the titles Lord and Lady, and these titles are hereditary. It is possible for a disgraced Noble Family to lose their title and revert to a simple Noble Line, their lands often being reclaimed by the regional city and sold off. Rising to a Noble House is incredibly difficult, and most Noble Families don't even try. Members of Noble Families will often introduce themselves as “X of the Y Family” or “X of Noble Family Y”.
A Noble House also uses the Lord and Lady titles, but the Head of the House is permitted to use the title High Lord or High Lady. The Heads of a House are considered some of the most powerful individuals beneath monarchs. In Curtana, there is only one Noble House: House Fenbrook, who have held the title for at least two thousand years. Land registered as the property of a Noble House is considered under the legal jurisdiction of the House themselves, and for that reason, the word of the High Lord is essentially Law within those lands.
The Laws of Noble Obligation
Nobles are required by law to uphold the Laws of Noble Obligation, also referred to as the Responsibility of Privilege. This law dictates that a Noble must do their utmost to ensure that their actions and activities do not detrimentally impact the society within which they operate, nor are they permitted to cause irreparable harm to others without due cause. They must care for and provide for those working for them or under their wardship as is befitting their station, and should never knowingly bring lasting harm to those under their care except in the case of legal reprimand. They are also expected to contribute to the betterment and wellbeing of the area within which they operate, be that through monetary donations to good causes, the construction of public services, or the provision of goods during times of struggle.
Nobles are often required to pay tithes and offer up sponsorships that Common individuals are not, in order to meet their obligations. As such, it is illegal to impersonate a Noble without warrant (i.e. obtain the benefits of a Noble Line or Name without offering the appropriate reparations to the city or town) within Curtana, and the penalty for such deception is execution. Despite this, there are many Nobles who have found ways to subvert the requirements of Noble Obligation to their own benefit.
Religion
Curtana is polytheistic and does not require recognition of any specific set of Gods. All cities in Curtana provide places of worship for the majority of Pantheons, while the towns and villages tend toward A’arden deities and agricultural or nature-based deities of other Pantheons.
Curtana does not recognise the legitimacy of Devil Lords and Demon Princes as Gods and thus does not endorse their public worship.
Rewritten for May-be 2025 (Gold Attempt).
- Sections rearranged to better present Physical Geography, as well as Sapient (Human) Geography of the Country
- Sections expanded and rewritten
- Some text reformatted for easier navigation and readability
Contents
West Eirinnean Coinage - CSEGP (Copper, Silver, Electrum, Gold, Platinum)
- Boats and ships
- Magic Tools
- Fuldairan Salt Wine
- Mana Stones
- Karadalian Spices
- Teas/Coffee
- Gemstones
The Curtana Accords
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