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Full NameJarneyna
Also known asIronlands
DemonymIronlanders
Primary InahibtantsHumans
Firstborn

High up in the north, almost at the edge of the known world, lie the Ironlands, known in the language of its inhabitants as Jarneyna. It is a inhospitable land, isolated from the other islands. Believed by the people to be the last refuge of humankind.

At a glance
  • Norse Mythology. The setting is loosely based on the Norse Mythology and its gods and sagas.
  • Firstborn. Jarneyna was not completely unhabited, but spirits and elementals were there first, created to tend to the land and keep peace. Some of them come in the form of physical beings, while others only exist as energy. If at all possible they try to keep themselves hidden from the Ironlanders.
  • Iron Corruption. A supernatural curse that afflicts anyone on the island. The catalyst of this curse is Iron. The curse feeds on the hunger for power and fortune in any being that has blood flowing through its vein. In the end it leads to violence and death - either of those afflicted by the curse or others.
Inspiration
  • God of War (2018). When it comes to a bit darker setting and monster design.
  • Ironsworn. The initial idea and nordic base. During Solo Play I wanted to flesh out the setting more and give it its own spin.
  • Æsir-Vanir War or the Nordic sagas in general.

Society

Societal structure is largely based on old norse culture. Settlements exist in a mostly loose union, coexisting independently from each other. There is regional trade and governance, but no inter-regional leadership or organization.

Disputes and laws are enforced in Things, gatherings of the people’s settlement or region. Due to social isolation during the Mist, traditions and rituals have been muddled and regional changes manifested. Although at the core, they still remain the same, differences have emerged, mainly adapting to local circumstances.

Examples of these changed tradition might include trial by combat in mountainous regions, were physical strength is a favoured trait.

Geography

Þurrtland / Durrtland

As soon as you leave the coast you are greeted by endless wastes of sand. The wind will toss fine sand against your skin that sting like 1000 needles.

Suðurland / Sudurland

Most of the Ironlander settled in Surdurland. The temperate climate allows for crops to grow. Forests provide wood for construction and nearby freshwater lakes and rivers provide nourishment for people and crops alike.

Blauturland

The complete reverse of Durrtland, this region of Jarneyna is filled with lush forests, lakes and rivers. The wet nature of this region has turned most soil into swamps. When it comes to varieties in beasts on Jarneyna look no further then Blauturland.

Jarnfjöll

In the midst of Jarneyna lies an imposing mountain range. The landscape is mostly forbidding. Ragged mountainsides, steep cliffs and bone-chilling cold are just a few of its features. But the price is precious Iron.

Norðurland / Nordurland

Not as inviting as Sudurland but still quite habitable, Nordurland isn’t as densely settled. Crops don’t grow as plentiful up here but the fish bite plentiful.

Glataðeyna / Glatadeyna

Long ago, just a few boats ventured further into the north and found a small island just a bit outside of the mainland. Boats frequent the mainland, mostly with Nordurland to trade goods.

History

Before the Rupture

An unknown god, annoyed by the quarrels of the other gods, journeyed to the young land of Aard. They found a place far up in the north, away from the prying eyes of fledgling life on the main land. There they rose the land from the bed of the ocean and laid themselves to rest, only to be woken, when the other gods would come to their senses.

Helpful spirits, later to be known as Firstborn, tended to the needs of the now sleeping god and the newly awoken land.

First Landing

After the Rupture, refugees found Jarneyna after many months on the open sea and made it their new home. They thought it a gift from the gods, a last hope and that they were the last people on Aard.

Unbeknownst to them, a splinter from the old world, hitched a ride on their souls and brought with them a mischievous curse - the Iron Corruption.

Age of Renaissance

See Also: History of Aard

Year(s)Event
12 ARZhan is born.
35 ARIn an attempt to unite the Ironlanders and to bring peace, Zhan wages war against anyone opposing that dream.
57 ARThe Blood Wars end when Zhan was assassinated and his army defeated. His body, together with his most loyal lieutenants, is entombed in a secret location.
60 ARA mysterious Mist begins to appear all over Jarneyna corrupting and changing everything. It is no longer safe to go outside during the night.
65 ARDue to the Mist, the Ironlanders are beginning to isolate more and more from the other communities. The Enclaves begin to form.
~ 80 ARRecognizing the danger of the Mist, the Firstborn begin to devise a plan, erecting Rune Stones to contain the Mist.
160 ARAfter a century, the Mist has been successfully contained, but not fully defeated. The damage to the people and the land had been done and could not easily be repaired.