TiirtaÄävot Jat

From Alathra Wiki
(Redirected from TiirtaÄävotJat)
Tiirta Äävot Jat
Motto: "Laat Yövot"
"The Sea Provides"
CapitalDakuh Duzma
Largest city Rino Imiskee Pyyn
Official languages Saljaajie
Recognised national languages All
Ethnic groups Äävot Daasee, Mixed
Religion Mixed, none state mandated
Demonym Ijat Daasee
Government Monarchy/Dictatorship
 •  Admiral Admiral C. Vernesteen
Notable Events
 •  Creation of Tiirta Äävot Jat November 27, 2021 
 •  Acquisition of Nereida March 9, 2022 
 •  Westward Expansion March 12, 2022 
Population 26
A politcal map of Alathra, Tiirta Äävot Jat's territories are highlighted in lime green.

TiirtaÄävot Jat (Saljaajui for "Land of the Shining Sea") is an ancient city state located in the Anderm region of northeastern Teedeeltie Nehtää that recently took over the majority of the northern part of the continent. Based around the historic Dwarven city of Dakuh Duzma, it is led by Admiral John Snow after the death of Admiral C. Vernesteen and the scandal of Admiral Methild Balynore. Although lacking in most resources and a powerful ground force, the wide access to the ocean and historical origins of its people mean it has both a thriving trade and fishing economy as well as the largest and most powerful navy in Alathra.

A map of Tiirta Äävot Jat's continental territories done in Manuscript style.

Pre-Foundation History

The lands upon which the Äävot Daasee now inhabit were not always theirs. Thousands of years ago, before most Alathran civilizations had begun to bloom, the BezmadanDjergr of Eth Thjar Zozr had carved themselves a mighty city of quartz and stone, Dakuh Duzma. Into the face and interior caves of the mountain lay a shining white city rich in minerals and prosperity. Unfortunately, the Dwarves, like their ancestors before them and their kin after, were too greedy. They mined the mountain dry, becoming obsessed with its value and possible jewels and minerals. They dug too far for too long. When they mined too far, unleashing eternal winter, the Dwarves had no provisions as they hadn't prepared for the cold winter months that year. Now, Dwarves being Dwarves, this was no major adversity. Yes there were some that starved or died of dehydration, but the majority of the population survived to what would've been spring. They survived long enough that they thought that crops would begin to grow anew. That's where they were met with a deadly surprise. The winter that year never let up. It hasn't for the past few thousand years since the dwarves died or froze to death, their entire population ravaged by storm. The entire peninsula was and still is surrounded by an intense winter storm, refusing to die or leave the area. The once beautiful mountain civilization would lie dormant with halls emptied of its once lively inhabitants for a thousand years and yet another thousand years over. This would remain up until the start of recent Alathran history.

History of TiirtaÄävot Jat

Roughly 500 years before present day, a group of explorers got lost in an intense winter wind.

A small caravan of ships from the Kingdom of Foriompróir, led by Admiral C. Vernesteen, crashed upon the shores of the Imiskee Siinny Peninsula (funnily translating to "the Mountain's Peninsula Peninsula" beacuse a few muotäi diplomats didn't quite understand the language). Vernesteen ventured towards the mountain he could see in the distance, eventually stumbling upon the gates of Dakuh Duzma. Leading his crewmates inside, they hunkered down with what little provisions they had with them and began to plan. Leveraging their slightly more advanced technological understanding and infrastructure, the newly landed inhabitants quickly laid out greenhouses in the slightly more temperate summer months allowing crops to grow and life to continue. From there, beautiful and wondrous as Dakuh Duzma was, the now self proclaimed Äävot Daasee began construction of homes and buildings outside the mountain and across the Ääpetmöy Vau River (again diplomats performed a "River" river) in a town they called RinoImiskee Pyyn. This town would quickly grow to become a major port city, climate not withstanding, within Moria and the town would expand exponentially to support many sea faring merchants. TiirtaÄävot Jat would continue its history without anything new of note happening, preferring to remain to itself and neutral in most global conflicts, retreating inwards in regards to global affairs.


Around 40 years after the foundation of Tiirta Äävot Jat, the Kingdom of Foriompróir collapsed due to various political, economic, and social pressures. The remaining inhabitants, now displaced, fled their country and found refuge in Tiirta Äävot Jat where their navy and officers had gotten lost so many years ago. The culture of the Foriompróir would transition into the Äävot Daasee and little of the original peoples would remain save the language and dress.


The Radiant Gates of Dakuh Duzma with someone's merchant cart parked in front. Tiirta Äävot Jat had yet to implement an anti-loitering policy at the time.

The historic desert city of Nabilzahir, located on the south eastern coast of Whenua, is a surprisingly important city to the people of Tiirta Äävot Jat. Discovered by an explorer in the country's middle ages (roughly 150 years into existence), Nabilzahir is a city of ancient history, knowledge, and magic. Found abandoned at the time of discovery, the Eiäy of the exploration party decided to explore the city grounds. Within the city he found knowledge of magic and history of the continent as well as some very important knowledge of Dakuh Duzma. He took what books he could find and hold and brought them back to Tiirta Äävot Jat to be housed in the national library, central to all knowledge that the nation possesses. Another exploration party was not sent there until centuries later, whilst repairing the fort at Ääkädyisy Mes, the island upon which the intercontinental bridges between Whenua and Gaushun are centred. The new exploration and building convoy decided to send two ships towards Nabilzahir, since it was near the area, to see what had become of it, having forgotten its existence almost entirely in the time between that and the first contact. They were surprised to find not just a few, but many people living in a bustling and shining jewel of the desert. Relaying this information back to Vernesteen, he decided to make the trip there himself.

Upon reaching the shores of Nabilzahir, he met with the then mayor and founder, Megadalon, who had transformed the city and brought life to it. Vernesteen and Mega reached an agreement in which they would unite forces to try and create infrastructure and unity to the continent of Whenua. The project was begun with the creation of the New Anglian Federation (NAF) as agreed upon by Mega, who called the continent by that name. Although some infrastructure and planning was completed and done, the project was cut short when Fare-Sesso (Then Fare-unire) bought the city of Nabilzahir from Megadalon, effectively ending the New Anglian Federation. After the dissolution of the NAF, Vernesteen decided to return to Tiirta Äävot Jat to work on projects for which he had more direct control.

After being scammed out of a vast array of national funds by Jotunstan (then a part of Fare-unire), Tiirta Äävot Jat join the empty quiver war on the side of Arcadia, Lydonia, and the FCA against Fare-unire and its allies. Although the war ended before it could begin, the town of Nabilzahir was reacquired by Tiirta Äävot Jat as part of the war reparations paid.

Ääkädyisy Mes

Around 250 years into creation, Tiirta Äävot Jat founded a fort upon the island of Ääkädyisy Mes through which it would build two bridges to connect the continents of Whenua and Gaushun. This fort still stands to this day as Tiirta Äävot Jat sends continual repair convoys every few decades to maintain the bridges and fort. Currently Vice-Admiral Eiäy Mathild Balynore commands the fort and its inhabitants.

Acquisition of Nereida

A few weeks after Nabilzahir was reacquired, a party was sent southerly to set up an outpost as well as connect Nabilzahir to the rest of the greater land of Tiirta Äävot Jat. This mission was shortly stopped in its tracks as the leader of the mission came across a town with a floating island. The explorers decided to enter the town from the northern side, the town seemingly having forgotten to construct a wall to the river. Within the town, they found the corpse of what they figured mustn't have been human as they dated it to having lived a life of well over 200 years. The rest of the inhabitants seemed equally confused as the expedition members did. Vernesteen decided to claim the land for further research, appointing a scholar, Furious, to the position of mayor of the newly founded town. In doing this, he hoped to learn of the secret to the floating island as well as the rather unusual race of being that was found in the town's catacombs.

Nereida is now a part of Rino Imiskee Pyyn.

Westwards expansion

Due to inactive and inattentive leadership, as well as a failing economy, the Morian Confederacy fell, with its northern region being bought by Vernesteen. Through this purchase, Tiirta Äävot Jat acquired the towns of Thymine (formerly Inuitis) as well as the abandoned Greenfrost and Cythamuir. Vernesteen hopes to bring prosperity to this region and breath new life into it.

Nabilzahir (again)

After a brief period of time, Megadalon was given back control of the city of Nabilzahir under the condition that he wouldn't be allowed to sell it and that Tiirta Äävot Jat would still own the land upon which the city rests.

The Death of a Leader

During one of the ongoing terrorist attacks in Haven, Specz's new school of magic, The Academy, for which Admiral C. Vernesteen was meant to teach, was bombed and Vernesteen died during the attack. Although the main population was kept in the dark until a new leader was determined, the leadership fell to Methild Balynore who served as Admiral for 6 months before being stripped of his title after breaking into Remora's home in Haven and promptly being exiled from the Republic of Lydoneia. Currently John Snow is Admiral of the nation.


One day, a portal opened within the realm of Tiirta Äävot Jat and out stepped Blokm and a group of people following him. Hailing from a different plane, this group called themselves the bhaldorians and, after quickly establishing diplomatic relations with Tiirta Äävot Jat, agreed to join the nation with their new city, Bhaldonia. This city would be built in record speed, becoming a metropolis in under a week, and within this city the Merchant's Guild would be implemented.

An Issue of Admiralty

After an incident in the Republic Of Lydoneia involving then Admiral Methild Balynore, Acting Admirals Brumur Hammercoat and John Snow decided to take charge of the situation and place Admiral Balynore under arrest and split command of the nation among themselves.


After much deliberation with Lixionit V and the then Kingdom of Irithil, The Realm of Tiirta Äävot Jat and the Kingdom of Irithil agreed to merge into the prevailing Kingdom of North Moria on Common Alathran Date August 22, 2022.


General information

Although Tiirta Äävot Jat doesn't invest the most in military power, especially as much as other similarly sized countries, its power is still formidable. It's main military force is relatively weak, but is bolstered by the strength of the common people, the vast majority of whom are more than prepared and eager to defend their land.

The majority of the Tiirta Äävot Jat military is based around naval superiority. Bolstering the largest ship in the world as well as the largest naval power in the world, Tiirta Äävot Jat is a force to be reckoned with. In terms of personnel, the nation has a mandatory period of service between the ages of 15-20. During those years, men and women alike serve aboard military vessels along with getting any necessary ship training they may not already have. Due to the fact that Dakuh Duzma was formerly a Dwarven kingdom, it has the unique benefit of being able to forge top notch weapons of all sorts in mass. It is also the site upon which most ships parts are built. This surplus of military weaponry means that Iertee (rookies) have the choice of any weapon that they may want. Due to most of them coming from lineages of fishermen, most opt to use either a spear or spear adjacent weapon such as a pole-arm, pike, or halberd. That said, there are also plenty of people who train in combat axes, swords, daggers, and such. Another provision that Vernesteen enforces in the military, is that of armed civilian vessels. Any vessel larger than a medium sized schooner and is registered to the national flag must carry with it at least 2 medium sized cannons on its deck, with most ship owners opting to carry 4-6. With these provisions in place, Tiirta Äävot Jat has the necessary means to erect an army 3-4 times the official size at any time and have its soldiers well trained and armed.

For those people who choose instead to remain in the military, they are given the rank of Taaduopaa (one who trained) and are sent to Nabilzahir (Used to be sent to Ääkädyisy Mes before reconnection with Nabilzahir) to train for another two years. While at Nabilzahir, soldiers are given intense training on both martial arts, weapons combat, and magic use. Since most combat that the Tiirta Äävot Jat military encounters is either naval at a distance, or the siege or blockade of an area, nation, or town, soldiers are trained in basic magic such as water or fire magic to either be able to bombard enemies from afar, or to control the waves and tide so as to have greater control over their ship as well as the enemy's ship. After the two years, soldiers return to Dakuh Duzma and are assigned to a ship, however soldiers may instead choose to study the mystic arts more so that they may become a Isuuskuuhmai myttänäy (Ship's mage). For those who wish to take an officer's position, promotions are given out based upon performance, fealty to their commander but also criticism of their orders (it's a strict balance), and recommendations by a superior officer. All promotions are signed off by Admiral Vernesteen.

Military ranks and roles

Ranks and Roles (Ranks are in order of importance and power)
Rank Description of Role
Admiral Head of state, head of military. Directs all military action and is the highest power.
Eiäy (general) Commands convoys or small fleets. Is given the most leeway within the military. Normally advises the admiral. Normally commands a boat as well as the convoy.
Jeuaaa (Commander) Commands one ship or vessel. Is the highest ranking official within a ship besides the Eiäy if they happen to be commanding that ship.
Isuuskuuhmai myttänäy Although they are not the most common occurrence, when a ship does have an Isuuskuuhmai myttänäy, they take the second highest position, acting as a first-mate.
Ha-Öyt (First Officer) When a ship does not have an Isuuskuuhmai myttänäy, the Ha-Öyt is the second in command.
Öyt (Officer) There are a few of these per ship, each of whom is responsible for either a deck of the ship or a certain larger group of jobs such as food, sanitation, etc.
Taaduopaa These are well trained individuals who tend to the more mechanical, intense, important, or generally more complicated parts of running a ship.
Iertee These make up the bulk of a ship at any given time and serve as the main helping hands doing any dirty work or maintenance. They also man the guns most often.


A Sloop from Tiirta Äävot Jat sails towards Faron at dusk.

As previously mentioned, the strongest aspect of Tiirta Äävot Jat's military is its navy. This navy consists of a primary force of 60 ships as well as 3 minor fleet positioned around the world. The primary fleet is led by Admiral C. Vernesteen and consists of his flagship, The Dol, his sloop of war, the Aapöks Iidöis, as well as 29 ships of the line, 13 frigates, 7 galleons, 6 sloops, and 3 schooners. The second largest fleet would be that of the Southern fleet positioned at Ääkädyisy Mes and commanded by Vice-Admiral Eiäy Methild Balynore (Second in rank to Vernesteen himself). The Southern fleet consists of 37 ships formed from 17 ships of the line, 15 frigates, and 5 sloops. Third largest is the Western fleet positioned at Volkstad. Although this fleet consists of mostly smaller ships, it is the fastest to mobilize. It is composed mostly of Iertee and serves as the primary training ground for the navy. The Western fleet consists of 28 ships: 3 frigates, 14 sloops of war, 8 brigs, and 3 sloops. The final fleet, the Eastern fleet, is the smallest but has the highest capital ships per capita. Stationed at a military base built on icebergs just north of the alter, the Eastern fleet has 24 ships to its name, 19 of which are ships of the line and 5 of which are frigates. In total, the combined military power of Tiirta Äävot Jat is as follows:

The Dol sits in the harbour unrigged and awaiting assignment.
Ship type Number of ships
Ship of the line 66
Frigate 36
Sloop of war 15
Galleon 7
Brig 8
Sloop 14
Schooner 3

On top of the already impressive naval fleet, Tiirta Äävot Jat also contains a surprise defensive fleet of another 200 or so civilian and merchant vessels well armed and trained for defence of the state.


Internal affairs

TiirtaÄävot Jat started as and has remained what is functionally a monarchy since its foundation 500 odd years ago. Since its leader, Admiral C. Vernesteen, is immortal save for a lethal blow, it hasn't had the opportunity nor the necessity to change leaders. It also does not have any means or plans to do so. If Vernesteen were to die, chaos would most likely erupt within the city and surrounding area. Although the country is run though a dictatorial "what I say goes", Vernesteen routinely listens to other town mayors and military officers, even if he ignores them in the end. Each mayor has more or less autonomy over their respective city and surrounding save the few instances where the nation must go to war.

External affairs and international relations

Although only recently internationally active, Tiirta Äävot Jat is now an active global participant. After a period of isolation broken by the foundation of the NAF, Tiirta Äävot Jat is close allies with a few countries as well as being a member of the Alathran International Assembly (AIA). Tiirta Äävot Jat is allies with, Ashina, Mirenirenic, and Lydoneia, having an embassy in both Egregan and Haven.

As of March 28th, 2022, Tiirta Äävot Jat and Lydoneia have agreed to a non-aggression pact as well as trade routes and mutual defence. Lydoneia would also have access to the minerals buried deep within the earth beneath Eth Thjar Zozr.



The residents of TiirtaÄävot Jat speak Saljaajui, a language evolved from what they could decipher of the ancient Dwarven texts of Dakuh Duzma as well as the original language spoken by the first settlers of the land. The language also gained influence from merchants and traders who settled in the lands over the years allowing for a thriving mixing pot of languages that continues to evolve to this day.

Saljaajui follows a VSO structure (verb subject object) in which the verb of the sentence comes before the subject and the the object follows the subject. For example, "I eat an apple" in english would translate to "jie ke ariiny" in Saljaajui. A direct translation would be "eat I an apple". The language also follows a system of suffixes and prefixes for verbs and nouns depending on use within a sentence. Say for example you wanted a noun to act as an adjective, you would use the suffix äi or o. The suffix/prefix changes depending on whether the word contains a certain type of vowel sound. Each sound is separated into one of 3 categories: 1rst, 2nd, or neutral. Those in the first category would gain the suffix äi and those in the second would gain the suffix o. Neutral words also take the first categories suffix or prefix.

The language also consists of its own alphabet and writing system.

(For a comprehensive list of grammar and vocabulary, send me [CHVRedstone] a message on discord and I'll send you the pdfs)


The flag of Tiirta Äävot Jat as painted by an early artist, before the flag become the simplistic image we now know.

There is no state determined nor commonly accepted religion within the region of TiirtaÄävot Jat but as a sea fairing society, many people choose to worship the moon in some way or another. Those who follow the Mufijo Faith may choose to pray to Jorb whereas others may partake in worship to Luna of the Silvan Faith. It is also not uncommon for people to pray to water gods such as the Water Cycle God of the Havenian Pantheon faith. Somewhat less common, some people choose to worship multiple gods from differing religions, believing that appeasing all of them might help them more than true faith and devotion to one. Whatever the case, it is customary for all captains and crew alike to toss a coin to the sea and say a short prayer towards the moon. Even if they do not practice any of the aforementioned religions regularly.

Daily life

Life for the Äävot Daasee is fairly normal. Their diet consists of mostly fish, grain, and root vegetables. They prefer spicy and hot foods to help cope with the colder climates. Many of them are fishermen or work on ships away from home for the majority of the year, only stopping by once in a while if their ship needs to make a stop at a port within the TiirtaÄävot Jat area. The rest of the population is divided fairly equally between miners, lumberjacks, and farmers, with anyone else being a housekeeper while their significant other is away.


The majority of the economy remains self contained and self sufficient, with very few exports or imports. The few exported goods TiirtaÄävot Jat provides are minerals (specifically quartz) from Dakuh Duzma's mines and locally farmed fish. It also provides one of the few sources of Shulkers and Elytras within Alathra, having salvaged them from the remains of the Dwarven civilization. It tends to import some more exotic foods such as greens and meats as well as artisanal goods such as glass and tile.

One other general service that the nation tends to export, is that of ship building. Due to it's plentiful access to large, old, forests as well as the ability to forge rivets and more complicated materials en masse, Tiirta Äävot Jat sells pre-built ships to many different nations and towns, some of which can be found at Briscoe Ranch.


Since most residents tend to worship the moon in one way or another, Tiirta Äävot Jat Follows a lunar calendar, with each month changing with the phases of the moon. In the Ijat Daasee calendar, there are 13 months, each labelled for a different animal.

Months and Names
Month Order Name of the month English translation
1 Iriin saup Month of the fish
2 Ihip saup Month of the rabbit
3 Ilil saup Month of the bear
4 Äädöip saup Month of the rat
5 Nul Ääkoin saup Month of the owl
6 Ääjoo saup Month of the rooster
7 Äähierhyy saup Month of the lizard
8 Män Ääryip saup Month of the fox
9 Röyn Ääryip saup Month of the wolf
10 Inan saup Month of the horse
11 Äänoon saup Month of the buffalo
12 Äämoks saup Month of the pig
13 Äänylkäl saup Month of the eagle

Since all months contain the word saup (month), most native speakers omit it when speaking. The year is also divided into two seasons, Päämooikssy (melting) from Ääjoo saup to Inan saup during which the ice on the rivers begins to melt ever so slightly. During these months the days are slightly longer, nights shorter, and most importantly, tides higher. These months are the best time for fishing and normally produce an overabundance of fish, most of which is either sold or salted and stored for period during which fishing is particularly bad. The other season, Petsy (freezing), takes place from Äänoon saup to Nul Ääkoin saup and consists of the coldest weather most Alathrans will ever encounter. During this period, waters freeze over and blizzards are abundant. But for those who are willing to risk it all, there are plenty of good fish to be caught at sea, as well as whales, who pass by the Tiirta Äävot Jat coastline during their yearly migration during the early Petsy months. The four months that mark the changing seasons are important in their names, more so than others. Nul Ääkoin saup is so named because it is said that a snowy owl carries away the white snow and blizzards with it as it heads south towards Eldia for their cold season. After that, the rooster is said to beckon the sun into the Päämooikssy months with it's overpowering cry. The later two months are so named the horse and the buffalo because it is said that they must both push and pull the sun away from Tiirta Äävot Jat and pull the moon back into its place. Although one may not think it due to the weather, many residents prefer Petsy rather than Päämooikssy as they are more accustomed to the deathly cold weather.

Celebrations and Holidays

Due to the mixing pot of religions and cultures within Tiirta Äävot Jat, there is no agreement on any religious based holidays. Because of this, there are only a few nationally agreed upon holidays and celebrations that occur. The three that everybody celebrates are Ma döylttät (New year as per the lunar calendar) as well as the two periods of time during which the seasons change over. During these three large holidays, there are feasts aplenty, many of which feature a wide range of fish both in preparation and species. These celebrations are also one of the few times during the year where little to no boats can be found around the waters of Dakuh Duzma and the surrounding area.

National Anthem

The national anthem of Tiirta Äävot Jat can be heard in a purely instrumental, very minimal version above. There is no set orchestration and most renditions are done with a violin/fiddle and whatever can be used as a drum at the given moment. The roots of the anthem can be traced back a few hundred years to a sea shanty. This sea shanty became quite popular among sailors for its catchy tune and eventually became synonymous with the country as it seemed to follow its people everywhere they went. The lyrics to the anthem are as follows:

O, Tiirta tenipa si ny yyvot eidaat

Luul kua yisoopee,

hort päyräin jörnnöirstäi eisuuskuuhmai

Pöyks nyt einut tel aarurrauuo tuop

Imiskee pihtö hort idaat pihtö,

Ryrt re het han tee sibyyrt äämäy paart kee tuop

Tiirta ju aasaal pii yiköee

Hort vup äi hön poo tyrt ko paart

Doïs tövoo yöny myöl tonuosui

myöl tövoo paart yöpihtö

teu tuop

The english translation isn't exact but is roughly as follows:

O, the moon shines bright

On the ocean tonight

The waves crash hard

And the ship goes wild

But we’ll have a good catch

This twilight.

Land of the mountain

And land of the moon

We thank you for

Protecting us

In our greatest time of need

The shimmering gates shine

Upon the waters and

Show us a beacon

towards our home

We sail once again

To make this night

As prosperous as

This land has made us

Although the official version is quite short, when actually used the performers tend to add lyrics on the spot, opting to add what they feel like in the moment. This means that the average national anthem can range anywhere between half a minute to over 5 minutes in length.

Ethnic groups

Although the major ethnic group of Tiirta Äävot Jat is the Äävot Daasee, that group in it of itself is a catchall term for the older residents of the nation. The Äävot Daasee are composed of various different races and ethnicities. The majority of the population is made of of humans descended from Foriompróir however there also consists a large group of Dwarven people, possibly descended from the BezmadanDjergr but its hard to say. The 3rd largest group of the Äävot Daasee is that of the Merfolk (yet another catchall term for those who live or used to live in the sea and includes Sirens, Mermaids, Vodyanoy, Selkies, Kelpies, etc.). This vast group of people are well accustomed to life both in and around water and tend to be especially good navigators and fishermen. The rest of the Äävot Daasee is made up of various other races but constitutes less than 5% of the overall population of Äävot Daasee. Some of these other races include: Fae, Elves, Orcs, Goblins, Beastfolk who don't fall under the category of Merfolk, and many others. This vast diversity of peoples, ethnic origins, and races allows Tiirta Äävot Jat to have a rich culture and style of life unlike any other.

The Magic of Nabilzahir and Tiirta Äävot Jat

Within the halls of Nabilzahir, the first expedition team found vast arrays of information about various topics such as history, geography, and most importantly, magic.

The magical tomes found within Nabilzahir are the very same ones that the Tiirta Äävot Jat military continues to base its current magical practices upon. The magic of Tiirta Äävot Jat is not unlike that of the rest of Alathra which is based upon Flux and divided into 5 main elements, each representing a different part of nature. In the magic of Tiirta Äävot Jat there exists 4 main disciplines of magic: Water and life, Heat, Wind and air, and Earth and Biomancy.

Water and Life

Probably the most common discipline besides heat, water magic is essential to the mages of Tiirta Äävot Jat as it helps them navigate, move faster within ships, and slow enemy ships if need be. Although it isn't that powerful offensively, water magic allows the erection of walls of water. Life magic, the second part of the discipline, is equally important. It allows the user to channel some of their life force into another vessel or person, essentially transferring health from one user to another. The flipside of this magic, however, is that it can become extremely dangerous if used too often or many times within short periods of time. The effect of this being that you would use all your life force and die trying to heal someone else. Although theoretically possible, people have yet to find a way to transfer life force from another person back into the original caster and experiments designed to try and find this technique are outlawed due to dubious moral implications.


The most basic discipline but also the most versatile, heat magic focuses on the increase or decrease of heat within or around a specific area. This discipline can be used to freeze water within the air, create flames if the air is heated hot enough, burn people with hot air, etc. Although not particularly strong on its own, it is a vital factor when fused with other magical disciplines.

Air and Wind

The most straightforwards discipline of them all, this discipline allows for the manipulation of gusts of wind as well as creating small impermanent vacuums in front and around objects, allowing for objects to be thrust and launched at amazing speeds. This discipline is also used by the navy when there is a dead zone of wind to give their boats more air and forward movement.

Earth and Biomancy

The most complicated and all encompassing of the disciplines, Earth and Biomancy can be further split into their respective parts:


This sub discipline is focused on the manipulation of earth, stone, dirt, clay, and all sorts of earth-like substances. This manipulation normally consists of transmutation from one form to another such as drawing spikes from the ground, creating holes, forming walls, etc. This discipline can also be extended to that of Metalmancy if one is experienced or talented enough.


Biomancy consists of the the control of plants and flora. Put simply, it's the ability to have plants grow at will, change shape, and do as you wish. Biomancy isn't commonly practiced among Tiirta Äävot Jat mages but those that do use it can wield it to devastating effect.

Magical Fusion

The most notable aspect of the magic used in Tiirta Äävot Jat is the practice of magical fusion, the art of combining different disciplines. This practice allows the mages to control magma, create ice projectiles, move clouds, and do many other wondrous things that wouldn't be possible with only the 4 disciplines. The practitioners of this type of magic tend to be strong in one discipline, however, and use it as their main basis, forming all their spells around fusions of it and other schools. The versatility of the magic is what truly makes it unique among its contemporaries.

Towns and Notable Areas


The guild hall at Rino Imiskee Pyyn at night.

- Dakuh Duzma

- Rino Imiskee Pyyn

Cythamuir at night.
Willowdale at dawn.
Spinnennets at dusk.

- Nereida

Thymine at noon.

- Volkstad

Volkstad later in the day.
Nereida at night from outside the Southern wall.

- Spinnennets

- WillowDale

- Thymine

Goulrich at day.
Biblioaltius at dusk.

- Goulrich

- Cythamuir


- Biblioaltius

- Eth Thjar Zozr

- Beograd Na Moru

The view of Nablizahir from the bridge approaching the gate.

- Nabilzahir