Of Sea Wolves And their Home Shores


The Northern Empty is a body of water located north of the Bloodbrine Sea where the island nation Sharlayan and the ancestral home of the Roegadyn, Aerslaent, are located.




Aerslaent is known as the homeland of the Roegadyn, although not much else is known about it. The country of Aerslaent was known as fierce sea-faring warriors in the past, although its present status is unknown.Aerslaent is located in the Northern Empty, also known as the Northern Blank. The reasoning behind such a title is owed to its no-man's-land status; for nothing lies north of the Indigo Deep except for the massive archipelago.To its east is the continent of Ilsabard, and a good distance away to the south-west is the Sharlayan archipelago. Far to the south lies the continent of Aldenard.



Chronicles of the Blank


"Every child has heard frightening bedtime tales of fearless, bloodthirsty vikings who would stalk the five seas in their longboats, mercilessly reaving and pillaging coastal villages until the shiploads were overflowing with plunder, and the villages with their bastards."


▌Of The Firstlanders

Several hundred years ago, this was most certainly an accurate description of the Sea Wolf clan; however now, only a fraction of those characteristics remain. They still are recognized by their remarkable gait and girth, booming voices, and quick tempers, while many follow (albeit loosely) in the steps of their ancestors and exceed in the art of sailing.Descendants of a pirate clan long feared as the scourge of the Northern Empty, the Sea Wolves hail from the northern islands. Though many live there still today, a not-insignificant number left the homeland seven centuries ago, eventually settling in Vylbrand. There, they established the maritime city-state of Limsa Lominsa, which prospered and took its place as one of Eorzea's six great city-states. True to their seafaring roots, many Sea Wolves have made their mark as pirates, sailors, and fishermen. Most famous of them all is none other than Merlwyb Bloefhiswyn, Admiral of Limsa Lominsa.



▌Founding of the Old World and Sharlayan


"A massive deluge swept over Eorzea, destroying the city-states of Nym and Mhach while the peoples of the realm sought higher ground."


The Sixth Umbral Calamity or Calamity of Water brought an end to the War of the Magi that waged for two and a half centuries. In the year 1510 of the Fifth Astral Era, the Battle of Amdapor ended in a stalemate as the voidsent Diabolos was sealed by the white magi of Amdapor.Not long after, the scholars and seers of the realm brought word that a massive flood was about to occur, believed to be a result of the overuse of the land's ambient aether by white and black magi leaving an overabundance of water-aspected aether.


"During the devastation came a group of saviors from abroad known as the Twelve Archons. Heroes akin to the Warriors of Light in their day, they saved countless people from the flood..."


Among them, Nyunkrepf Nyunkrepfsyn, a Roegadyn from the Northern Empty, came to Eorzea aboard a great vessel known as Nyunkrepf's Hope intent on saving as many people from the rising waters as possible. When a great wave threatened to capsize his vessel, he teleported his charges away. Though he intended to transport them to his homeland in the northern seas, they were moored in the peaks of Gyr Abania instead.Once people began to battle one another over resources, he took his charges across Abalathia's Spine, setting sail for the northern seas where their descendants later founded the nation of Sharlayan.



▌Founding of Limsa Lominsa


"The founders of Limsa Lominsa were a group of Sea Wolves who hailed from the Roegadyn's ancestral home on the island of Aerslaent. In 874 of the Sixth Astral Era, the crew of the Galadion waged a war against a tyrant who ruled over their home.However, while they sought to save their people, their armada met defeat at the hands of those whom they meant to free."


In the wake of their failed coup d'état, the crippled hull of the Galadion set sail from the Northern Empty, unable to abide the rule of tyrants. Not long into their journey, they met with a group of Elezen explorers shipwrecked by a storm. Rescuing these men from death, Admiral Elilwaen consented to carry them, but could not bear them to the lands they were fleeing. Out of gratitude, the Elezen agreed to help the Roegadyn, and told them of an island to the far south, largely uninhabited and safe from the pursuit of their tyrannical king.Following a yearlong voyage cursed with many troubles, the Galadion drifted and finally ran aground on the island of Vylbrand. Elilwaen tasked two of the Elezen helmsmen, a navigator named Jean De Nevelle and an adventurer named Guy La Thagran, with exploring the interior of the island, which they confirmed was fertile. Under Elilwaen's command, they built a small village in what was soon dubbed La Noscea after another Elezen lodesman who perished of scurvy two days prior to landfall.Not long after they founded their village, the settlers were attacked by the badger-like kobolds native to the island. After a few skirmishes, the crew abandoned their original village for the relative safety of the Galadion, which they left stranded off the southern coast of the island. Unable to expand inland, they instead expanded upward, building bridges to the small islands and exposed reefs in the bay, giving birth to the maritime city-state of Limsa Lominsa.


Nyunkrepf foresaw the coming of the floods through astrology, and, unable to stand idly by, made the great ship known as Nyunkrepf's Hope and set out upon a voyage for Eorzea with a crew of volunteer sailors.Along the way, Nyunkrepf's men rescued many souls set adrift on the seas. Yet, as they drew nearer to their goal, they spied a tidal wave bearing down upon them. Knowing his vessel would be torn to splinters by the force of the water, Nyunkrepf made a desperate decision. He cast a powerful and ancient magick over the ship, knowing not where they would arrive. Thus, the crew and many refugees aboard found themselves teleported away from certain death, and perched precariously atop Mount Yorn in the Peaks of Gyr Abania.

They were not alone in the mountains, and as hunger increased, refugees ended up rushing into conflict over the area's limited resources. Nyunkrepf thusly led a group of refugees away from the chaos of the mountains, sailing to an island in the Northern Empty, where they founded the village that would later blossom into the city of Sharlayan.In his wisdom, Nyunkrepf saw that each citizen of Sharlayan be allowed a voice in matters of their community, establishing the Ecclesia, a precursor to the Forum.


"When the Sixth Umbral Calamity befell Eorzea and the realm was transformed into a sea, this great vessel, built by a man hailing far from the north named Nyunkrepf, saved full many lives. Having taken aboard countless souls drifting in the floodwaters, it was finally transported by magicks to its current resting place."


Hyrtyhyml Haer-isil and Aerstisil


▌About the Haer-Isil

A gargantuan island-nation in its own right, posing as the westernmost border of Aerslaent and the Empty both, encroaching upon Sharlayan waters.Four dominant islands encompass the Hyrthymlian Mainland - Aerstisil, Isilask Lago, Hyllwolk Isil and the Wilfjaeg Haerfaeld, all being subject to its governance.The island-nation is ruled by a government consisting of four Courts - Winter, Spring, Summer, Autumn. The lattermost is the one that presently holds the dominant power, thus ruling over the affairs concerning the nation as a whole.The nation's crest is a depiction of its key deity, the Hymlstyr.


▌History


In times of yore and ages long resigned to crumbling parchment and dusty page, Hyrthyml Isil was once an untamed, flourishing island. Settled by an archaic fleet of raiders, it proved a useful asset in their flight from the tyrannical rule of the Aerslaentean despot.Legends oft speak of the founder and erstwhile settler of the island; a Sea Wolf of mighty gait and boisterous stature, raw in his dominance over the raging seas, unparalleled in his command of his fleet; the Pirate King of the Western Waters, master of a double-edged glaive, servant of none.Following a dire clash with the Mainland's despot, his wounded fleet happened upon the island by mere chance. Through an unforgiving fog they pressed, at last making landfall at what is now known as Aerst Landing, before pressing further inward to the Great Gulf of Glazlora.

The mere feat of crossing the then-untamed Gulf wore them down extensively, and took many a fortnight to see them across safely. Yet, as they reached the Great-Island itself, they've found it to not be as unpopulated as they had deemed—greeted as they've come to be by mysterious maidens clad in white, cordially welcoming them to matching, pale shores.Throughout history it had remained largely open to visitors near and far; yet, following the Sixth Umbral Calamity and the Great Flood that stemmed from it, the island was made vanish. To this day, public opinion is split upon the status of this enormous landmass; while most speculate that it had been sunk altogether in the wake of the Flood, others yet report sightings of its ancient banners mounting the masts of wayward, spectral ships.


▌Lay of the land


Rumor has it that the island's very soil is to this day richly saturated with aether—making it a more than suitable fit for arcane weaving and practice of magic all the same.

The island features a curious, unique phenomenon where all four seasons within a year are present in different parts, simultaneously. Thus did the governing Courts come to be.

The Haer-Glazlora Gulf is a massive gulf and it represents the inner body of water feeding into the Empty. The waters within it are relatively neutral of temperature, growing warmer towards the north-western and north-eastern shores, and generally pleasant where their temperament is concerned. The Hyllwolk Ceig navy patrols both the waters and their perimeters ardently.The landscape is largely dotted by plains and meadows in the center, with lush forests sprawling across multiple regions. Towards the north-west rises an immense mountain range, with its three tallest peaks named the Three Sentinels. The harshest temperatures rage within these regions, culminating with the coldest point of interest on the island–__the Rymmseik.__ To the very north lies the domain of Gwaith-i-Nanduirion featuring a calm, moderate autumnal climate.To the north-east one can find the golden kingdom of The Aurum Eaves, a massive forest of mallorn-trees whose leaves never fall. Upon the south-eastern shore of the mainland is the __Ofanstymm Borg,__ the capital keep of the Court of Summer, bespeaking well the climate of that region–a great deal of sunny days, brilliant shores, calm waves.


The Shattershards

The island-nation is surrounded by a near-full belt of coral reefs, jagged and spiked, as well as scores of shipwrecked remains decorating the same. This belt is known as the unforgiving Shattershards, with a thick mist laying across it, barring any further visibility and thus making it incredibly perilous to traverse. The waters within this region are prone to significant turbulence, and the tide is reportedly rough.


Isilask Lago

An ancient fortress of long-forgotten days, it stands at the very border of the Shattershards. Long abandoned, ruined and decrepit, none have dared set foot within its lamenting halls, while hear-say of ghouls, ghastly specters, drowned sailors and worse things still have begun to flourish within the fortified walls ever since the Mist of the Shards has laid claim to it.
A worn-down lighthouse of eld rests perched upon its easternmost cliffs, suggesting that once upon a time, this very island was the first thing incoming easterners saw on their voyages...
...Or their last.



The Well

The central proverbial 'heart' of the main landmass is known as The Well, an immense and crystal-clear lake flanking the Autumnsflame Keep. Surrounding it is a plentiful, unchanging, autumnal flora, spreading generously along the entirety of its bank.Legend speaks of this Lake as to having been enchanted; long ago, were one to peer within its waters, they'd find the glimmer of stars reflected within it, regardless of the time of day. It is also said that many and more ailments could be treated with its purifying properties, from external wounds to aching minds and whispers even speak of lifespan-altering properties swirling beneath that still.Common folklore speaks of tales spun around the Lake, how the first settlers came across it, guided by the mysterious maidens. How it soothed their wounds and cleared their heads, and long, long ago, how it gave birth and life and a great flux of aether to Hyrthyml itself.The Court of Autumn has, by virtue of the Greatking's decree, long since barred the use of the sacred Lake's waters for any and all purposes.







▌Government


Of Courts and Kingdoms

The nation is divided into four Courts in total, which govern over separate regions of the land; those being the Courts of Autumn, Winter, Spring and Summer.An additional court exists to preserve the balance of power, called the Court of Equinox.The Courts differ greatly in culture from one another, but not too greatly to set them apart from the standard brand of Sea Wolf culture.Each Court has a single ruler, a Jarl, except for the Court of Autumn. Given its status as the currently presiding Court of the island, its Haerkoen (Greatking) rules over the entirety of the nation, with the other Courts being subject to his rule.The present acting Haerkoen is Hyrtfyr Syhrachtynsyn, ruling from his seat at Autumnsflame Keep.


▌The produce


Hyrthymlian economy is largely driven by bartering. Having long since cut off any contact with the outside world, as well as Aerslaent itself, the activities of imports and exports ceased as a natural consequence.The southern domain of Hyrthyml, involving The Orchard, Swozcwyn Faeld, Grynefaeld, as well as the eastern village of Bylgdyrf largely focus on agriculture and wine production.The north-western domain, in the shadow of The Three Sentinels is largely based on big-game hunting, mining and lumber-felling.The south-western and south-eastern portions of the mainland are mainly sustained by fishing small to medium-sized catch, while the area around Ofanstymm Borg, thrives on carpentry and ship-building.

The Orchard

Along with the Swozcwyn Faeld, the Orchard makes for the greatest of economic assets under the Court of Autumn. Within it, one might find an assortment of products most unlike to thrive in the normal, shoddy climate that Aerslaent is known for.However, due to the peculiar clime and flora of the land, one is most likely to find this region replete with all manners of produce such as apples, peaches, pears, pumpkins and so on.Contrary to this, the massive Swozcwyn Faeld, as its name would suggest, is responsible for the processing of all manners of grapes in the production of irresistible vines, both red and white and inbetween.


▌The forces of Hyrthyml


[ The navy ]

The Hyllwolk Ceig Convoy

Tasked with safeguarding the splashing borders of the Island, each type of the armada is governed by a specific Court, operating on designated shores in accordance with the governing Court’s territory. They all bear different traits, designs, possess different strategies and combat capabilities.


[ The Hellcloud Sails ]

Skarn Wintansa [ Horrible Winterscythe ]
Abar Bryntu [ Lone Springdew ]
Syngi Soemrzirn [ Singing Summerfury ]
Hyrtblaet Haemr [ Autumnblood Hammer ]
They make up the more elite portion of Hyrthyml’s defense—if not the very backbone of the Island’s offensive reserves. It is not with ease that one is taken under the wing of a Fleet—moons of tremendous labor of physical, mental and social nature precede the very notion of the same—in turn supplying the crews with able bodies, sharp wits and a lingering spirit of camaraderie.



Owing to this, each Convoy instructs its members in secrets privy only to sailors deemed worth their salt—namely, the course, as well as the means of navigating the treacherous and deadly Shattershards, should ill come to worsen in the future, and the Island is besieged.


The ships, however, do not frequent the Shattershards all that often—the Whirlwards, one of the Four Wards set up by each individual Court, would be to blame for such. A torrent of relentless pull and ceaseless swirl, ripping waters and lulling tides, this ward ensures that whatever unwanted vessel intruding on the Southern shore remains either outside—or at the bottom of the cyclone’s gut, adorning the seabed. Shadowing the Whirlwards, the Shattershards will ensure that no “fortunate soul” lives to tell the tale of their encounter.

[ The blades of Hyrthyml ]

The Gryphoons

The acting Royal Guard of the Haerkoen and the royal family, the order of the Gryphoons is the highest honour any many and woman could earn on land, within the military. Deriving their name from their likeness to Ishgardian dragoons in the common tongue, Gryphoons stand apart due to one key difference; rather than use an aetherial link to channel their inner dragon, Gryphoons rely on the bond they've fostered with their feathered companion to execute impressive aerial assaults.They offer immense power to the nation due to their incredible, shared synergy between rider and gryphon, but their ranks are limited, due to the scarcity of the hulking beasts within the mountains, where they nest—which is why the Greatking uses them sparsely.The current Captain position, bearing the title Aerstspyr (First-Spear) is presently held by Wastahr Sthalahrmsyn.

The Fyrhyll-swerd

Crimson, silver, gold. The first and foremost force on land when the Haer-isil calls for it. The Hellfire-swords are the staunch defenders of the realm, stalwart, tenacious and utterly devoted to kin and country.Their armaments consist of bulky, unyielding platemail, bold crimson colours bearing the maple insignia of their island, and rugged furs to ward off the cold of the lands they call home, while sporting a direwolf helm atop their heads, to signify their lupine culture. These fearless units have scored a numerous few victories under their belt across their home's soil, further cementing their position as the nation's erstwhile defenders.





The Grymstyrm-byrt

Reckless, ravenous, raiders. The Cruelstorm-axes adhere to tradition moreso than any other battalion. Fostered by Winter's Court, any and all may cast their lot with these berzerkers, provided they've the steely mettle to back their deeds.Avid sailors, ravagers, pillagers, berzerkers, these units ventured where others dared not in a hunting frenzy. Whereas the Hyllwolk Ceig convoy only patrols the waters of Hyrthyml Haer-isil, these raiders went above and beyond to terrorize and plague more remote villages beyond the borders of the Haer-isil. Beyond that, big-game hunting—of dragons plaguing the Sentinels especially—proves no more than mere sport for these undaunted men and women.

The Wilfjaeg Haerfaeld trials

While no force of their own right, the events at Wilfjaeg Haerfaeld (Wolf-hunt Greatfield) are often overseen by the signature brand of disciplined yet wild horseback riders of the Spring's Court.The verdant and lush Wilfjaeg Haerfaeld island is considered sacred, holy land by any and all Hyrthymlian—for it is the largest hunting ground, as its name suggests, in the entire nation. Offering a plethora of diverse flora and unique fauna, it is host to a generous array of small, medium and in some cases, big game hunts.Whenever a Sea Wolf is at the coming of their age, they are offered a unique opportunity to travel to the Haerfaeld and indulge the Hunt. For an entire moon they surrender themselves to this sport, that their body may grow hardened, their mind steely, and their hands resourceful.

Senior Wolves take to the fray as well, as it is the ultimate bonding experience any of them may experience; a downright hunting campaign across the entire island, with bragging rights, song and merry-making to come after fierce and unrelenting combat.Long ago, the Court of Spring, given that this region belongs to their governing, introduced their elite horseback riders—men and women who rarely, if ever, dismount from their trusty steeds, carrying always an arrow nocked, a blade in their hilt, or a spear upon their back. None know the woods and glades better than them, and when they sound the horn—that means that the island's bounty has been taken, and must needs be allowed time to replenish, concluding the big-game hunting season, but not interfering with the rites of passage for younger Wolves.




▌Religion


The Nortstyr True

About



The First Star

The Hymlstyr, once known as the Aerststyr (First Star) on the other hand, bears the image of a six-tailed star, with the crest of all four Courts perched upon the respective tails. It is often depicted in either a brilliant silver, or deep golden hue whenever portrayed.Legend speaks of the Hymlstyr in the oldest of parchments found upon Hyrthyml. Guiding the first settlers in their flight from a losing battle upon Aerslaentean tides, it is said that the Star's peculiar radiance drew the raiders to Hyrthyml's shores, saving them from a watery doom.Ever since then, it has been lauded as the saviour of all Sea Wolf sailors brave and true, and that those deemed worthy of its mesmerizing light will find their way upon Hyrthyml's shores all the same.From it, the very same Nortstyr is said to have been born; the true compass for any sailor, perched well beyond anyone's reach upon the sky, guiding them towards hither shores.

Guide of sailors one and all

The Nortstyr (/ˌnørtːstiyrˈ/; Common tongue: The North Star) also known as the Nortyrstyr (Northern Star), the Wargstyr (Truth Star), is the key principle patron deity of Hyrthyml Haer-isil. Throughout folklore it is often spoken of as the descendant of the Hymlstyr (the Heavenstar), where other fables speak of the two as one and the same.

Despite these likenesses, the appearance between the two varies greatly. The Nortstyr is often depicted as a double four-tailed celestial star, with radiant, pale brilliance as the chief body upon the firmament.



While it is unknown as to why and how the Star might've come to be, depictions of both it and the Nortstyr most commonly include an ink-black sky, calm waters, and a pale, radiant boat underneath their light, respectively.The peoples of Hyrthyml revere both of the Stars with undying zeal regardless, and are often wont to offer tribute to the same in form of game, fishing bounties, rare lumber and others.


The Three Sentinels

↳ __The Ageless Watchers__

Contrary to the kindness of the Stars' lights, the Three Sentinels stand as cruel, merciless watchers of the land they shadow. A mountain range within the kingdom of Winter's Court, it is said that these three peaks are the tallest around these lands, with the center one constantly blanketed by a thick veil of clouds. Thus, given that none saw its sky-piercing peak with their own eyes, stories tell of the Peaks' wish-granting properties, should any and all ever dare to make the ascent to the very top.



Older than the world itself, many speak of these Mountains as the Aerstberk (The Firstmountain), having once been one and the same. Yet, with the rise and fall of many nations, and the coming of great calamities, stories tell of rage and thunder sweeping down from skies in turmoil, as one bold Wolf dared brave the ascent of the Mountain.
Hopeful to make a wish for the world's salvation, he spoke in a thunderous voice; and in kind, received an answer wreathed in thunder.


"The island alone shall be spared otherworldly wrath, yet where it may still remain one and whole, the Mountain shall sunder and break, that child of Man may ne'er rely on mere wishes anew."


So it was that, at the top of the world, where raging avalanches and roaring dragons make their demesne, with a single clap of thunder, the peak was fractured, and thus split in three...


Central to the religion of the Winter's Court, but not exclusive to it alone, the Peaks are oft frequented by tribute-bearers, faithful warriors hopeful of being granted a stalwart mind and hardy body, and keen shamans, pursuing the knowledge of the raging gales and ravenous avalanches roaming these unforgiving cliffs.Their reverence is often linked to dread and discipline, contrary to the Star's motifs being hope and freedom.The Peaks themselves rise from the center of a nest of mountains, wrapping about them entirely. Thus, traversing this region's valleys and plateaus is considered exceedingly difficult, a hardship the Winter's Court had long since grown used to.One of the lesser mountains pays host to a nest of wild, untamed gryphons, and every Wolf warrior bearing a great deal of worth sets out, with their coming of age, towards these perilous heights in an attempt to combat, subdue and tame a gryphon all for themselves.


...Even if it wiped the island off the map.



Gwaith-i-Nanduirion

To the far north of the land lies a region enigmatically known as Gwaith-i-Nanduirion. While none hold direct jurisdiction of it, the Court of Autumn has long since sought to lay claim to these lands, in particular due to a most unusual brand of trees growing upon that strange soil.Requiring one to pass through an array of waterfall valleys, the lands beyond these watery gates are shrouded in mystery all the same. Ancient forges long rediscovered dwell within an autumnal valley, where some of the finest of rune-infused weaponry had been birthed, under the blessing of this region.It is from this property of the land that the belief of greater powers dwelling within stems; the aether within the earth and rushing waters pulsing with rich aetherial saturation wheresoever one dares look.The land's most devout weaponsmiths often take on the journey hither, to seal the mastery of their craft, and receive of the blessing of those dwelling within these warm, tranquil lands.



↳ __The Solkbyrm__

With roots believed to be stretching across the entirety of the island itself, stands tall the Solkbyrm (The Blessed Tree) at the very heart of Gwaith-i-Nanduirion. Its colossal bough permeates the greater part of the sky for all those that dwell directly below it, and its aether calms any and all that dare approach it.A mist oft dwells about it, and coupled with the daylit sky once the stream of sunlight comes crashing through its leaves, the Tree adopts a more spectral ambience, leading the denizens of the island to believe greater spirits dwell about.As such, it is most common for the Court of Spring to commonly pay tribute and offerings to it, along with the Court of Autumn. It is believed that with the prospering of all Hyrthymlians, the tree grows; and in turn do the same denizens prosper more.Legend speaks of a day when the Tree's growth reaches the heavens, a new Calamity shall strike; but those below it shall be afforded safe passage to the heavens above, as all else is cast into the hells below.

Nortyrsthyn and Fhisk Isil


▌Biome and climate

(One of) The most northerly islands of Aerslaent, it is generally rugged and rocky, with very little in the way of arable land, and a very short growing season.Most settlements are on the coast, with the exception of the town of Sterrklyng, and its capital Ahldfryn is located on the eastern shores. There are only a handful of settlements that would be considered ‘major’, but many small outport communities dot the coastlines.The Lyngreihe Berk is a mountain range that runs up the middle of the island, straight up until the glacier at the northern tip, and as a result there are lots of freshwater ponds and lakes across the island, some of them sizable.There are moose and bear and small game to hunt and trap in the island interior’s mostly coniferous forests; the northern shores also have seals, and the waters are rich with fish, shellfish, lobster, and small whales.The northern peninsula is home to deep fjords and small meadows between the mountains.The climate is rough, with short and warm summers, brief springs and falls, and winters are wet and long. There’s usually snow on the ground for the months before and after the winter solstice, but the southern shores tend to be a bit warmer and the snow does not tend to linger in the lower places. Snow is present year-round amidst the peaks of the Lyngreihe Berk.


▌Politics and Lifestyle

On paper, the island is beholden to the ‘mainland’, but Nortyrsthyn residents are generally left to themselves and any financial tithing or tribute to the despotic ruler of the main islands typically comes in the form of port fees or taxes on traded goods. Oversight of the island is done via decisions made at a sort of quorum as most of the population are spread around typically in coastal fishing outports. The island is a place of survival, not necessarily conquest, though there are, as is the case with most Aerslaent islands, local raiding parties that venture south to take/obtain trade goods and money.Generally speaking, the residents of Nortyrsthyn are not well-off; they tend to live subsistence lifestyles. Sod and clapboard dwellings are common; fortunately the coniferous interior woods do provide adequate lumber for ship and house-building. Lumber trade and ship-building are some of Nortyrsthyn’s main industries.One of the largest ship-builders on the island, which did moderate business for the archipelago as a whole and even did business on Vylbrand, ceased operations shortly following the Seventh Umbral Calamity; this was a financial blow to the island and other operations are still attempting to fill the void left behind. In the years preceding the Calamity and certainly up until the present day, more and more Nortyrsthyn residents have chosen to move elsewhere to seek their own fortunes; trading as far south as Vylbrand is common.

Individuals’ political predilections vary, of course, but in the general sense there is no bad blood between Nortyrsthyn residents and those who left to settle Vylbrand and form Limsa Lominsa - especially considering the blow to quality of life that the loss of the shipbuilders struck to the island.‘Mainland’ interests are beginning to take an interest in the Nortyrsthyn interior; the Lyngreihe Berk do have good heavy metal deposits and there is a small mining industry beginning to develop. The fact that this is a relatively recent development means that the implications for the health of the island’s environment and the well-being of its residents remains to be seen.As the island is a fair distance away from the main archipelago, it can be presumed that the island was first settled by bands of raiders seeking new lands to exploit.


▌Fhisk Isil

Off the southern coast of Nortyrsthyn is Fhisk Isil ("Fish Island"). It is uninhabited except for several hundred thousand puffins, and there are rumours that a large bird-like monster makes its home there.People from Nortyrsthyn use it as a hunting ground for the birds and for berry-picking, as it is the southernmost/warmest place nearby. It also has a good seasonal fish stock that allows for smaller fish and prawns that cannot survive year round in the cold waters.


Skoensoemr Isil


▌About the land of unending Sun

It is here in the sixth age of the world that we turn our attention to the ancient northern isles of Aerslaent, where the strong, sturdy folk known in the native tongue as those blessed by the rain, or ‘Rainlanders’, call this archipelago of isles home. Although the three main isles are detailed in the body of many works, we shall explore here in this document the haven that has been said to be blessed by the sun itself, Skoensoemr.

GEOGRAPHY...

Skoensoemr and its associated lands is a localized archipelago of closely connected isles found to the south of the main lands of Aerslaent. While the isles have been noted to have a wide variety of climates due to the mountains to the north, it is believed that Skoensoemr takes its name due to the bright days and comparatively warm weather that coats its shores. The island appears to be something of a sunshine paradise at first glance, but this belies it’s true nature as mercurial.Frequent, fast storms often pour rain in furious banded assaults on the land in quick bursts; for when the clouds clear the frequent watering of the various shades of green covering the lands and forests are naturally enhanced to a near supernatural abundance of color. Storms frequently become lodged above the northern semi-dormant volcano, dumping snow for ilms.

...AND CLIMATE

The black volcano containing active lava flows never remains covered in snow ere long, for though it has not erupted for centuries the heat flowing below the darkened surface demands release from any white blanket that may accompany the surrounding mountains. Coming south of the mountains leads into the forests, where the elevation has still allowed for cooler temperatures to prevail, causing the forests to shine in blazing oranges, reds, and yellows, befitting the aesthetic of an isle of summer. The core of the isle remains at staggered elevations and coated in forests of impossibly strong and tall trees.The core leads way to the beaches which cover the eastern, western, and southern shores of the isles, with crisp, off white sand contrasting the rough, powerful waves constantly beating against the southern shores. From there, we now examine the western plains of the main isle, where unlike the forest covered core sprawling grassland plains have remained caressed by consistent zephyrs from the east since time immemorial.


Religion

It is here that we should pause and take note of the importance of spiritual life and guidance on the isle. Five of the Council seats also by tradition and fate make up governing members of the Blessed Synod (‘the Synod’), a committee who rule on matters of religion on the isle. The island religion centers primarily around reverence of the sun and of the ancestors who have come before to keep the lands fertile and the northern cold at bay.The Synod have the prerogative to proclaim edicts and censure those acting against the tenants of the spiritual faith, and due to their concurrent majority of seats on the council, also maintain extensive powers affecting inhabitant’s everyday life. This writer has noted that the majority of the isle’s population does not take a high view of outsiders and the Synod maintains powerful influence with the populace.

Government

The isle’s governance structure is best contextualized as a patriarchal society governed by a council of eight, which henceforth will be referred to as ‘the Council’. Due to the governance structure and remoteness from the mainland, the isle is deeply traditionalist, with the laws of the land guided through centuries of custom and religious dictation. The seats on the council are traditionally passed within families, father to son, or in rarer cases, grandfather to grandson; once every few generations a vacancy will arise due to the lack of an applicable heir.The Synod have the power to censure those speaking against their edicts, and due to their majority of seats on the council, also maintain extensive powers affecting inhabitant’s everyday life. The isle is untrusting of outsiders and the Synod maintain a powerful grip on the populace’s freedoms.

INDUSTRY AND RESOURCES

The most striking face of the isle is the amount of forests - as compared to most of Aerslaent, Skoensoemr has some of the highest concentrations of old growth throughout the archipelago.


The strongest and perhaps most unique industrial aspect of the isle is that it is well known for facilitating trade with the mainland and the rest of Aerslanent.While the population may not particularly enjoy outsiders, the low tolerance and inherent distrust for those who would take advantage combined with the physical proximity to Eorzea has allowed the isle to flourish economically in connecting the rest of Aerslanent with the mainland.

This in turn has helped preserve the natural resources and beauty of their lands.



The northern mountains provide ample supply of metals and local artisans are able to fashion goods across the more commonly known trades of Eorzea.The isle is known for its skill in ship repair, as it is the first island many from the mainland will encounter when crossing the treacherous waves.



ESTIMATED POPULATION

Due to the lack of outsiders, emigration to seek foreign fortunes, and the surprisingly low birth rates, the island population has remained more or less steady through the years.It is estimated at any given time that a fifth of any individuals located in Thosinliht are foreign traders.

SETTLEMENTS

Various towns dot the archipelago, and it is in these various towns that local powerful families are tasked with administration of the immediate vicinity.The western side of the isle houses the main city of Thosinliht, where both the Council and the Synod hold their various engagements throughout the seasons.Skoensoemr is generally accessible year round by ship-airships can be accommodated in the main city but are uncommon.



Baenkrydlaent


▌Culture

The Baenkryd is sparely populated (even by the relatively poor standards of the Aerslaent), owing no doubt to its wretched remoteness, insalubrious climate, and pitiable endowment of exploitable natural resources. The demonym of its inhabitants is “Baenkrydlaenter”. The people are entirely of a rustic Roegadyn stock, of a phenotype similar to the Vylbrandian “Sea Wolves” with which even a lay reader will be at least somewhat familiar.Culture is overall apparently similar to that of other Firstlanders, though perhaps remarkable in the strong tradition of exporting menfolk as privateers and merchant-mariners as an alternative to unprofitable domestic industries. As with other Firstlander settlements (and their descendants in Vylbrand), sailors, sea-men, and captains are prestiged over the laentsmen who remain on land as yeoman farmers or artisans such as smiths, smelters. Indeed, boys of fighting age are expected to find their “sea legs” on such maritime adventures before manhood can be asserted.Garlemald is now the chief proprietor of oceangoing Baenkrydlaenter mercenaries. Indeed, it is the very proportion of Baenkrydlaenters among privateers and slavers in Imperial employ which may render this loathsome backwater of a backwater of any note to at all to the layman.Apocryphally, it is said that many a Baenkrydlaenter man chooses to settle abroad rather than return to the island with the spring thaw of sea-ice, leaving a surfeit of women among they who remain, thus requiring high marriage dowries. If one were to converse with foreign-born Roegadyn sailors at any port-town, it is reported that one is certain to find at least one or two “Baenkrydlaenters” among them.

▌Geography and climate

Baenkrydlaent, or, “The Baenkryd” (literally Bone-Chalk Land) is so named for the stark white chalk cliffs one first sights along the eastern coasts. Located at the northwestern extremity of the archipelago, the geography is characterized by a stony eastern lowland, moistened and green-mossed in the spring-summer by seafogs; lowlands are contrasted by dry and mountainous interior highlands.Centrally, glacier-melt begets a constellation of soda lakes and a communicating pair of brackish-alkali seas. These bodies are at least mildly caustic and devoid of marine life – one traveler has remarked that he could see to the very bottom when weather conditions were still.Another remarks that his traveling companion attempted to swim in one such lake, and was laid ill with a fever and a diffuse rash which later cost him his reproductive function. The eastern lowlands are minimally arable, though farmfolk are reportedly able to graze hardy livestock year-round. The northern and western highlands are essentially unpopulated, non-arable and semiarid volcanic desert.A lone active volcano –the Helsoeya (Hell’s Eye)– sits at the northern aspect of the island; though it is not presently given to violent or highly magmatic eruptions, its emissions blanket the island in sooty ash not infrequently.Winter sees the island locked in fast-holding sea-ice, which melt and break apart with the summer thaw; consequently, the island is not approachable in winter except by airship (this being the chief reason your author has not beheld this island himself, but relies instead upon secondhand testimony).The solar cycle is hyperborean, with perpetual daylight in the height of summer and perpetual night or twilight in the depth of winter.


▌Settlement

Two principal villages: Eryiglaszdorpf in the East (located within a small bay) and Kupfskyldsfal in the West (at the mouth of the Western inland sea). No winter port. Not accessible by sea in winter. No known airship port.

▌Industries and Resources

Copper and iron ore mining and smelting, fisheries, wool, whaling, privateering, merchant-marine.Limited domestic industries. Totally deforested; wood for ships must be imported at considerable cost.No source with whom I have spoken was aware of a Baenkrydlaent-built oceangoing ship still in operation.Cuisine is loathsome, consisting of pickling and fermenting of verminous sea-foods.


▌Estimated Population

Low. I have not taken the time to calculate a population estimate for this island, a task which was appointed to an undergraduate who failed to complete it before publication of this monograph, and has been justly dismissed for a general lack of academical disposition.


The


Rallyrwyda Haerkoena-Hyrtfyrwyn

Affiliation: Hyrthyml Haer-Isil

Rank: Noble

Eldest daughter of the Autumn's Court, the ever-charismatic, elegant woman knew her way around the lifestyle of nobility and diplomacy from a young age.Gifted with a soul-snaring, siren's voice, the woman gained a great deal of popularity upon her homeland's shores, both as a songstress and as a masterful twin-blade swordsmistress.Despite all of this, she was still kept in a locked cage where able by the ruling family, away from public eyes, with naught but her blades and her melodies to soothe the silence. Even so, she regards her Homeland and its folk as the highest duty bestowed upon her... Now stranded on Eorzean shores, she seeks every means to traverse the gulf, and once more rejoin her peoples, come what may.




Wyuliwaen Wiznwilfsyn

Affiliation: Hyrthyml Haer-Isil

Rank: Undisclosed

Wyuliwaen is a mystery, which he much prefers to stay that way to those unknown to him. Very few know his connections to Hyrthyml-Isil, and even then, only a little more is known. He longs for home, and in his search for such, he found a solid lead to there through Rhotdornn and his Mithrin Fleet. Aside from his background, he has gained notoriety for his practice of piracy, gambling, and battle prowess.He embodies the spirit of the wolf, both in manner and in icon. Gruff but fiercely loyal to those who earn it, he can be brash with people that don’t meet his standards. Best not ask about his eye, otherwise prepare to be bitten, either with fang or steel.



Firstlanders

Rhotdornn Haerkoen-Hyrtfyrsyn

Affiliation: Hyrthyml Haer-Isil

Rank: Erstwhile heir apparent

Highly nationalistic, incredibly spirited, overwhelmingly patriotic. The fierce Hyrthymlian holds staunch beliefs in his kin and country, and he speaks of the Firstland with fiery zeal and admiration both in the company of those descended from the same.Otherwise, he keeps incredibly secretive of his origins, knowing full well the troubled history they've imparted on Eorzeans before. He does not look fondly upon the Sea Wolves of Limsa Lominsa, either–thinking them a diluted brand of his own clan, yet claiming no kinship with them.



Caepfnahct Elildynsyn

Affiliation: Skoensoemr Isil

Rank: Citizen

Caepf was born prematurely at sea as his mother was aboard a foreign vessel. His father unaccounted for, his mother not on Skoensoemr lands and a series of edicts from time immemorial caused Caepf to not be a citizen of Skoensoemr from the first. His mother was granted special dispensation, and Caepf was allowed to remain in the same status as the merchants who would frequent the isle.
He looks a bit dimly at his isle’s own governance given his place in the structure, and the rest of Aerslaent isn’t something he has too many thoughts on. A near forgotten part of him would like to see change on Skoensoemr, but at the same time he wouldn’t speak strongly against his home isle or Aerslaent as a whole. He had long decided to leave Skoensoemr (and by extension, Aerslaent) because he needed to see if there was somewhere else in the world he would feel truly home.


Brynaisroega Floeraskwyn

Affiliation: Baenkrydlaent Isil

Rank: Citizen

Bryna was born into legitimate circumstances, the daughter of a well-regarded "landsman" blacksmith /yeoman farmer (Floerask) and his shrewd wife, who was herself the daughter of a wisewoman (and purported witch). Her childhood was like that of many peasants; children were expected to work nominally, assisting on the homestead where they could, but beyond this, life was relatively without adult supervision; mother and father had their hands full with the homestead, the animals, and the smithy shop.Bryna perceives the mainland as a rural person might perceive the nearest major town: it's 'the big place', where people go to make their fortune, or to make fools of themselves. Generally, she assumes mainlanders are more pampered and less capable versions of Baenkrydlaenters.She regards Aerslaentic culture as superior to southern culture in some aspects; namely, pragmatism and ruggedness. She has much more pride in her home island, but even then, it seems lackluster in her memory.



Skoenronn Bleibrynwyn

Affiliation: Hyrthyml Haer-Isil

Rank: Captain of the Guard

Skoenronn, or Ronn in short, was ever a woman of unprecedented discipline and unchallenged drive. Tempered, loyal and devoted to a fault, it is precisely these virtues that earned her the prestigious title as the erstwhile Captain of the Court of Spring's guard.Born to common folk upon the blessed shores of Hyrthyml Isil, Ronn's tale is ripe with perseverance and struggle–both of which afforded her the illustrious military position. An expert huntress and a maestro with her dragonbone bow, she has honed every fiber of her being into protecting not only her Jarl's court, but the nation as a whole–come fiery hell or watery grave.It came as a surprise thus when the cold, calculative and pragmatic huntress emerged one day on foreign Eorzean shores, draped in a long, misty, hooded cloak. There would be no mistaking her origin by the jewel on her forehead, nor the spectral, green wolf companion at her side... But the question remains, to what end does her keen gaze scour the land and waters?


Wor(l)d of the author

This carrd is comprised of both canon and fan-canon elements reserved to Square Enix's rendition of the lore concerning Aerslaent.The islands presented within this carrd, save for the 'Mainland', are exclusively player-made, and in no way necessarily included in the canon lore of the game if a player deems it so.It is my hope that this carrd will foster more Aerslaent-oriented interactions and bring to light this often-overlooked chunk of the map, and that the public will come to appreciate it as much as most of us already have.


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