Golden Age of Adventurers
Tuatharah is the cradle of civilization in all of Terra. It is where man originated in the first age; it is where the dangers of magic were discovered, and where The Primus Brothers fought to determine the future of men at The Battle of Tel Atoll.
The First Age
Most of what scholars have gleaned about the first age is little more than myth and hearsay. All that is known for sure is that it is home of the Primus brothers, and widely considered to be the birthplace of humanity. Little else can be said without a Bard leaning in to “colorize” the tale.
The Second Age
The Second age is more widely accounted for. Documents concerning a bill from an inn near present-day Brindol dates the earliest habitations around 300:2 (the request—and vehement refusal—of the innkeep’s wife to ‘warm his bed’ suggests perhaps around Mid- to Endfallows, though debate rages amongst historians). The earliest solid date from Tuatharah is from a bill of sale in the town of Bywatch in 402:2, making it the oldest town on the continent.
Although a large amount of magical experimentation was going on, the people of Tuatharah remained largely skeptical of magic, due in part to its alleged desolation of the northeast section of the continent (although samples brought back from the area prove able to grow crops, albiet with a slightly higher than average coarseness). This refusal to dabble heavily in magic caused the continent to remain largely human-centric. When the orcs were created in 700:2, the existing towns came together to formulate a defense plan in case of large-scale invasion. The plans were never put to use, but this meeting was the first time that the Council of the Vale ever met. It would not meet again until the Savage Insurrection, in an attempt to muster arms against the northern orcs that would never come.
Today, the continent is home to a collection of cities with no official governance over them all. Brindol serves as the political capitol as necessary when dealing with other nations, but it does not carry any extra power because of it. When dealing with grave affairs that pose a threat to all, Tuatharah turns to the Council of the Vale for decisions. Rare are the times in which the council is called to order, for it is done only in the most dire of circumstances.
The loose collection of cities have little in the way of an organized system of punishment, but for the worst of crimes, the perpetrator is exiled from every town in all of Tuatharah. To brand the person, they are cursed in an elaborate ritual that permanently turns every hair on them black. Furthermore, no dye can change its color, nor can a razor cut it. These outcasts pass the curse on to all their descendants, all of whom are known as “Ravens”. Being a Raven affords little in the way of opportunity, so most end up taking a life of larceny and thuggery in a vicious cycle.
Because of this unique punishment, it is seen as bad luck to have black (or even dark) hair. Those who can afford to dye or shave do so; most carry around a light dye powder or small razor to prove that they are not afflicted.
Tuatharah in the Third Age is seen as something of an adventurer’s paradise; due to its history, there are no end of ruins to be explored. And due to its lax government, there is little power to stop them.
Tuatharah is divided into two ‘countries’, for lack of a better term. In the far northwest of the continent lies the country called Ruroku, an isolated and exotic land that seldom allows outsiders. The rest of the continent is called Carnth Sarcun. This name is rarely used, however. Most of the country’s denizen’s simply elect to refer to the whole continent, rather than its specific names.