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 The Clans of Asyrjari

Short Name(s): Asyrjari, Dragon's Head
Capital: Hurgrenor
Ruler: Chief Fraenar of Clan Eysi
Government: United Clans
Population: 7,000,000 (approximately)
Major Cities: N/A
Average Climate: Cold
Military Strength: Medium
Exports: Timber, iron, stone, weaponry
Allies: Csagrada, Cathardis, Tarislan, Highfradland
 Fraenar of Eysi, Chieftan of Asyrjari

Chieftan Fraenar is a bold, wise man of some sixty years. His time on Terrin has not dulled his wits or his strength however - quite the opposite in fact, as he has held the chair of Clan Eysi for nearly twenty of those years. Allying his scattered people is one step in making Asyrjari a safer place - the next is to destroy their enemies, at home or abroad. Though strong, he fears that infighting amongst his people in past years has left them scattered, and they may not last the coming storm.
 A Brief History
syrjari has always been a land bathed in mystery and the white blanket of snow. It is a harsh place that leaves many wondering how its people survive the cold temperatures and the many beasts that come from the hearts of its mountains. Since the dawn of the Third Era, Asyrjari has remained in simple times, with little advancement beyond metalworking and farming.

The Asyrjarti, or Northmen as they may be called, have kept to themselves, with clans occasionally warring with one another over territory or bounty taken from the seas. For a brief time, the Northmen nearest the coasts crafted massive boats, called longboats, and used them to travel south to Tarislan, Csagrada, and even Valania - all of which they preyed upon, striking quick and raiding towns nearest to the shore.

 Asyrjari Today

oday, the clans of Asyrjari (translating to “Dragon's Head”) maintain a loose alliance with themselves, save for the northernmost clans of the Irarn Ein, or the “Ice Eyes.” These clans prefer to be at war with themselves and the other Northmen, insisting the conflict, coupled with the extreme environment, forges them into the most powerful warriors that Terrin has ever seen. The Irarn Ein Northmen also take to the seas like the kings of old to plunder the countries along the Dragon Coast: Tarislan and Csagrada.

The land of Asyrjari is, for the most part, a place of rolling plains, cold winds, snowy peaks, and icy tundra. Only its southernmost reaches are capable of supporting farms and livestock. Heartier plants and animals exist in the colder areas, though they are in short enough supply to forbid exporting. The Northmen are naturally secluded because of this, though they will come to the aid of other kingdoms if the need is great.

The allied clans have rallied under Fraenar with the Horned Helm, the chieftan of Clan Eysi. Eysi has long been Asyrjari's largest and most dominant clan, occupying much of the southern lowlands. Their position has allowed easy trade with Cathardis and Tarislan, the exchange of goods keeping them well stocked and financially superior to the other clans. After a Chieftan Gathering in late 1337 AR, the clans agreed to establish ties with Eysi and trade more freely. Soon, their alliance grew into sharing warriors in the fight against the bestial Harkvar from the Splitter Mountains. Today, they fight a greater foe - Gra'dulm, a necromancer who tormented the lands of Csegre over two decades ago.

Asyrjari is connected to Athallas by the Uvian Fields - lowlands which house the majority of Asyrjari’s food-producing farms. This connection borders Tarislan and Cathardis and is fairly porous, with only a few sparsely staffed fortresses constructed along the Uvi River. Otherwise, Asyrjari is a peninsula, framed by the Glistening Sea, Jorgen’s Bay, the Throat Bay, and the Infinite Blue. With all this water surrounding them, Asyrjari’s navy of longboats and fishing industry is top-notch.

 The Capital of Asyrjari
lan Eysi’s capital is the massive palisade fortress Hurgrenor, which is centrally located in the lands they control in the southern reaches of Asyrjari. Beyond the Uvian Fields, these lands are known as the Dunfarn and the Whiteplains. Hurgrenor has over thirteen watchtowers and nearly ninety warriors stationed on and within its walls at all times. These are the Fenrijard, the personal guards of the chieftan. With this fortress serving as Fraenar’s seat, this is the only true capital that Asyrjari has.


The Gatterhall at Hurgrenor
Art by Thang Le

 Law & Order
awlessness is an unfortunate side-effect of Asyrjari’s disbanded government. Brigands and thieves have taken advantage of the bitter feelings the Asyrjarti clans hold towards one another, often exploiting the boundaries of clan territories and their varying, individual laws. If captured in the same territory they committed their crime in, the perpetrator will face swift justice. If the villain is able to flee to a neighboring territory, extradition for his crimes may take months, years, or may not happen at all. Many of these crimes go unpunished as a result.

The large majority of the Asyrjarti clans employ the Urdrard Law which quite simply states that the punishment should fit the crime. Thieves may have their hand or hands removed, or all of their belongings given to the victim of their crime. Murderers almost always face death. If there is some doubt to the sentence, the criminal may be exiled to the northern wastes to become the prey of hungry Harkvar.

 Allies & Trade

syrjari has loose ties with its neighboring realms, Tarislan and Cathardis, for ease of trade alone. It has outsourced its warriors to Csagrada in the past, though has been more conservative due to the increasing threat from the Harkvar coming down from the mountains. Clan Eysi chooses to export Asyrjari’s more plentiful goods, such as weapons and raw iron, rather than the precious livestock and food from its farms in the Uvian Fields.

Asyrjari has never maintained alliances with any nation or group for any extended period of time. Overall, they have assisted Csagrada the most out of the other Athlassian nations in the way of warriors and supplies, with Cathardis coming in a close second. Csagrada's relations with the Northmen remain good, though throughout their past they have had occasional disputes and many miscommunications. Fraenar hopes to smooth over past grievances, though he has demanded Csagrada assist them in their war against Gra'dulm, as the Northmen have helped their kingdom in times of need.

 The Asyrjarti Army

he typical Northmen warrior is a hardened man of impressive stature and build. From a young age, Northmen boys are instructed to condition themselves not only for the rough environment, but also for facing the Harkvar and other beasts found in the icy cliffs of the Dragon’s Head. The rite of adulthood consists of a coming-of-age boy to go out and slay one Harkvar, then drag its corpse back to his village. Killing the beast is often simple compared to trudging a mile or more through snow and sleet with its body dragging behind you.

Furerkner - The common Northman warrior. This term stems from the Northmen tongue describing the traditional garb and weaponry of their mainstay fighter. The term also plays into the fact that many Northmen are stricken with ‘Fury’, making them fly into a rage during times of intense emotions or impending doom. Furerkner favor any number of weapons, including hand axes and larger blades such as bastard swords and their famous berkerg, the Northman greatsword.

Hornjard - These are the warriors who remain behind in villages and towns when other Northmen rush off to kill Harkvar or, on the odd occasion, fight in another realm. They are also known as the Homeguard, and are commonly veteran warriors who have raised a large family and feel their duty is to protect it and their home, rather than slay beasts or plunder for glory and gold. The homeguard may employ any weapon they choose, though many pick spears or bows due to their station in watchtowers.

Hursmarl - The Hursmarl is something of an Asyrjarti minuteman - they're always ready to move. The Hornjard is stationed at set points along borders or within settlements, while the Hursmarl has the benefit of speedy travel via their favored beast: the horse. A group of these riders, also called an ernfard and often numbering upwards of 150 to 300 fighters, is almost always prepared to reinforce existing warriors or track down escaping enemies should the homeguard fail.

Harknerang - Single, elite warriors who hunt only the leader of Harkvar packs. Usually a Harknerang leads a group of Northmen into the beasts’ territory and coordinates how to best dispatch the vile creatures. Harknerang get their name from how they wear the skin of a Harkvar male to disguise themselves while studying a chosen pack for weaknesses and migratory patterns. Harknerang carry a massive battle-axe as their main weapon, and are experts at battle tactics, setting traps, and organizing ambushes.

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