Aisone

To the east of the continent of Varris is a vast, largely uncharted sea. The majority of its inhabitable islands form two distinct archipelagos — the Aisone, or eastern islands, or the Madhdine, or southern islands. The Aisone islands are much closer to the coast of Varris and are subsequently better known than the more remote Madhdine islands.

Travel from the continent to the Aisone takes about two weeks. Ships sailing to the Aisone usually depart from Getarian ports, most often its capital city of Thesaneri. In this last century, more and more merchants and diplomats from the continent have been making trips to the Aisone, and some inhabitants of the islands have also traveled to Varris. Getarian merchants have become very prominent on the archipelago. Most Aisone Islanders dislike how quickly the Getarians asserted themselves on their land, intent on stripping it of its wealth and resources. Many have taken up piracy as a means to disrupt the outsiders' trade and ultimately drive them out.

The land and the people

Aisone is a Varran word meaning "eastern ones". The people of Varris use this term because the Varra were the first to "discover" the islands. The people of the islands have no single term for the archipelago as a whole – each island has its own native name though, and those names are generally used in Varris as well. The people of both the Aisone and the Madhdine are usually collectively referred to as "Islanders" in Varris. Though the people of the continent rarely care to make the distinction, the words "Aisonar" (Easterner) and "Madhdinar" (Southerner) can also be used to describe them, both originating from the Varran language.

Each island and nation of the Aisone has their own language, though most of their inhabitants speak at least two languages to communicate with the other Aisone nations. The Islanders use the Varran language when talking with both each other and outsiders from the continent. It is also the language used by the nobles, merchants, and court officials of the kingdom of Jarajakti.

History

After humans came to Varris about 1700 years ago, one group sailed to the Aisone, then the Madhdine, becoming the islands' first humanoid inhabitants. It is unclear how they achieved this feat given the distance they apparently crossed – some speculate that there may be some yet undiscovered islands along the way. This group of humans eventually settled on all the islands of both archipelagos and their cultures and languages diverged in the centuries that followed.

Though the people of the Aisone and Madhdine differ in many ways, the relative proximity of the two archipelagos means that there has always been trade and migration between them. There are nations in the Aisone whose language and style of dress more closely resemble those of the Madhdine, and vice versa.

In the Varran Age, the magocratic Varran Empire emerged in Varris and took control of most of the continent. Once they conquered the coast, they began sailing to the Aisone, which led to the first contact between the Islanders and the people of the continent. The Varra traded with the locals and exchanged knowledge, but they had no interest in conquering their land at that point.

A thousand years ago, following the collapse of the Varran Empire, a small group of Varran wizards fled the continent and sailed to the Aisone. There, they hoped to find refuge from the Archfey-worshiping rebels who caused the fall of their empire, and to rebuild it on the islands. However, while they left a considerable impact on the cultures of the Aisone, they quickly assimilated with the locals. Their influence is the most clear in the island kingdom of Jarajakti, where they installed a system of governence inspired by the city states they once built on the continent.

The Kingdom of Jarajakti

The largest island among the Aisone, and the only kingdom on the archipelago, is Jarajakti. It is also the closest Aisone island to the Madhdine, which makes it an important hub for trade between the two archipelagos. In modern times, travelers from the continent to the remote Madhdine usually stop there along the way.

The population of the kingdom of Jarajakti is made up of four nations, each with their own language, religion, and customs. Collectively, they are known as the Jarajakta. They are all united by a king or queen who resides in the kingdom's capital and vows to defend the interests of all four nations. The monarch rules alongisde a large council made up of their entire court. After one ruler dies, the council elects their successor, who usually originates from a different nation than previous monarch did.

Unlike the other Aisone Islands, Jarajakti has remained fully independent and keeps merchants from the continent at arm's length. They usually only allow them to stay at the capital, where they are accompanied by a translator sent by the court, who is tasked with ensuring that they cause no harm to the locals and break no laws. The Jarajakta are content with this stern approach to foreign merchants, considering their actions on some of the smaller islands.

The graceful kinnara are a race native to Jarajakti. The first kinnara are said to have hatched from bird eggs enchanted by a goddess – a being that the people of the continent would call an Archfey angel – using a spark of divine magic. They have the appearance of diminutive humans with small bird wings, usually sprouting from their hips. Kinnara communities are small and tight-knit, usually dwelling in hallowed woods. The Jarajakta consider them divine symbols of love and beauty and would never dare to harm them or intrude upon their land uninvited. The kinnara themselves are free to leave their communities and live alongside humans, but most prefer the peaceful life they are born into.

Wizards and shamans

Unlike in Varris, divine magic is not practiced in the Aisone, but arcane magic is used freely. In some communities, wielders of arcane magic double as priests or shamans who command spirits and can inflict or cure curses, while others, particularly those who draw more from Varran culture, treat it as a tool to be mastered by those who have the meants to learn it. Either way, those who wield arcane magic generally enjoy a high social status, whether their magic is innate or acquired through study or religious practice.

Because arcane magic is not frowned upon like it is in Varris, wizards from the Aisone, and Jarajakti in particular, have had centuries to hone their craft and create new techniques and magic items unknown on the continent. The people of the continent fear this unknown high magic and often confuse it for an innate characteristic of the Islanders, making it even more intimidating in their eyes. Varszi merchants who return from the islands spread tall tales of wizard-kings, invisible palaces, and mysterious shamanic rituals, all of which baffle and terrify Archfey-worshiping folk.

Sailors and pirates

The people of the Aisone have had many centuries to master the construction of ships, navigation, and sailing. Given the size of most islands of the archipelago, travel by sea was especially essential for the survival of smaller communities, which quickly developed a vast network of travel routes. People of neighboring islands visit each other often, not just to trade, but also to socialize, exchange information, and celebrate important events together. Because of this ease of travel and cultural closeness of most of the Aisone, marriages between people from different islands are common and encouraged.

Outside of travel and fishing, the sea also offers opportunities for profit, particularly at the expense of outsiders. Though there have always been some sailors willing to attack and rob other ships, the arrival of Getarians has caused many Aisonar to deem piracy to be profitable, harmless, and – most of all – honorable. Though their motivations vary from a simple desire for wealth to a noble pursuit of justice, pirates are generally not ostracized in their communities. Some may even be celebrated as heroes, if they manage to reclaim stolen goods or important artifacts that were never meant to be sold. Varszi merchants would of course like to have the pirates punished, but since they have no legal authority over the islands, local communities tend to hide the pirates and aid them however they can, especially since they often have family members on land. There is, however, one rule that all pirates must follow to earn this loyalty – to only harm the outsiders and never turn against their own. A pirate crew that deals with Varszi people or targets a fellow Aisonar for profit, revenge, or any other reason, is excluded from their community. The crew members' families and friends on land must then cut ties with them and treat as one of the outsiders.

Aisonar characters

Below are some rollable tables of prompts for characters who originate from the Aisone. Players can use them as inspiration for backstories and character concepts, while GM might benefit from them when making Aisonar NPCs. The first table lists prompts for adventures set in or around the Aisone, while the second one is meant for adventures where the Aisonar character is a foreigner in the land where the adventure is set.

1d6Aisonar as a local
1You are the member of a pirate crew determined to fight the outsiders and are always looking for ways to gain glory and wealth.
2A curse was placed upon your village or family. You were sent to investigate its cause and reverse its effects.
3You are a warrior in training to perfect your body, mind, and spirit. As a test to prove your worth, your teacher has sent you on a mission.
4You are a noble from the kingdom of Jarajakti looking to secure your and your family's position at the royal court.
5Your peaceful life ended when your family was killed by the outsiders. They are still on your home island, but you must get stronger to defeat them.
6You are a wizard who studies ancient technologies and forgotten spells. Your research sometimes leads you to dangerous places.
1d6Aisonar as a traveler
1A job done for a Varszi merchant has led to you being exiled from your community. With nowhere else to go, you decided to start a new life on the continent.
2A mysterious spirit has entered your body. It wandered too far from its original home and wants you to bring it back to where it came from.
3A merchant from the continent has kidnapped or killed someone dear to you. You must find them and get your revenge.
4You've heard tales of the wonders of the continent – deep, primeval forests, tall mountains, elven ruins and sprawling modern cities – and you want to see it all.
5The royal court of Jarajakti has entrusted an important secret mission upon you. You cannot afford to fail, no matter how far you have to stray from home.
6Whether by force or trickery, you've been taken from your home and forced to serve as a sailor on a Varszi ship. You managed to free yourself once on the continent, but are now a fugitive in a foreign land.

Heritage features

Below are the features your character gains after you choose Aisone Islander as your heritage. Heritage is a mechanic specific to the Varris setting.

Ruleset: 5e

Your heritage determines the languages your character knows. It can also be their background and grant them more features. Check the player primer for a list of available heritages.

Languages

Choose two languages from: Common, Varran, a local Aisone language of your nation of origin.

Background features

Your character's heritage can double as their background. If you choose the "Aisone Islander" background, instead of a base game background like Noble, Criminal, etc, you gain the following features:

Skill Proficiencies: Arcana, Insight.

Tool Proficiencies: Vehicles (water), navigator's tools.

Languages: One of your choice.

Equipment: A set of lightweight traveler's clothes fit for a tropical climate, a family heirloom dagger sheathed and tucked under your belt, a scroll of a first-level wizard spell of your choice, and a pouch containing 5d4 GP.

Feature: Another day. Even though things may not always go your way, you know that each new day is an opportunity to do what you can. Whenever you finish a long rest, you gain temporary hit points equal to your proficiency bonus.

Ruleset: Bludgeon

Your Heritage determines your character's first language and additional skill competency options. Your character can learn languages beyond their first one, as explained in the language checks rules. Check the player primer for a list of available Heritages.

Language

Your first language is either Varran or one of the local languages of the Aisone.

Additional skills

When you select the Aisone heritage for your character, you choose one of the skills below to gain a +1 competency in. This is in addition to the skill competencies you would normally gain.