Cirda
Continent in the west, separated from Felgrum by a strait and split by the range of The Spine.
Geography and climate
Cirda lies west of Felgrum, facing Port Galerna, and to the north it almost touches the Isle of Mists. A narrow channel separates them. The Spine crosses it diagonally, from the northern end toward the center, and divides two climates.
The clouds that come in from the ocean break on the western side. There grow the forest of the Orvalla Weald and the Almiar Marshes, where the Almiar River spreads into channels before reaching the sea. On the other side of the range it hardly rains. The savanna of the Sirta Plains dries out toward the southeast until it becomes the Cirda Desert.
A road joins the western coast with the desert. It leaves Marena, crosses the Almiar River on a stone bridge, climbs to the pass guarded by Fort Tarsa, goes down to Sirta and continues toward the Zahra Oasis. By sea, its coasts have a bad name: Marena is a refuge for pirates and smugglers.
Government
The Kingdom of Vesperia has limited influence on Cirda. Its foothold is Fort Tarsa, at a strategic point, but the crown does not effectively govern the territory. The largest town, Marena, is ruled by the Council of the Pearl, which does not recognize the law of Vesper.
The rest of the towns govern themselves. Some are more influenced by Vesper and others by Marena. Sirta is a stopping place for the fort’s soldiers, and Kesh hopes to follow the example of Port Kaelen.
Places
- Marena, pirate port on the western coast
- Junqueda, village of the marshes
- Orvalla Monastery, on the wooded foothills of the range
- Fort Tarsa, in the pass of The Spine
- Sirta, market town of the plains
- Ambel and the Ambel Salt Flats, to the north
- Hesmar Ruins, in the savanna
- Zahra Oasis and Kesh, in the desert
- Firepoint Lighthouse, on the southern coast