AERSLAENT

Of the Northern Empty
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."


▌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.
