The Arcane Seas
The Arcane Seas is a dimension accessible from the Prime Realm through the usage of the Arcane Gates, or much more rarely through the Arcane Traversal Device or the Traversal Ritual. The Arcane Seas is a massive, seemingly never ending oceanic realm, dotted with various islands. Distance between Prime Realm location and Arcane Seas location are seemingly compressed by a scale of 1:4 - each km in Arcane Seas is equal to 4 km in the real world, allowing it to greatly shorten travels. Since the advent of Arcane Gates, the Arcane Seas has been the primary means of international commerce and exchange between the nations and continents connected by it.
The Arcane Seas primary inhabited areas are dominated by perennial tropical climate - a fact that makes it extremely valuable to temperate nations who can control the arable islands in the seas, providing them with a place to grow valuable tropical crops close to home - something that is not necessarily appreciated by its native inhabitants.
General Information
Geography & Terrain
The Arcane Seas consist of endless expanses of shallow seas, most of it consist of continental-shelf like sea that never reach below 20 - 80 meters in depth, making the entirety of the Arcane Seas an extremely productive sea zone as sunlight can penetrate the entirety of the water column - in addition to unknown mechanics that likely provide it with plenty of nutrients.
Areas where there’s an existing or large landmass in the Prime Realm tends to be shallow and have a maximum depth of 15 - 30 meters, whereas area with large extant ocean in the Prime Realm tends to have deeper depth of 50 - 80 meters, and is where sea monsters tend to lurk.
There are volcanoes and mountainous provinces - even earthquakes and tsunamis in the Arcane Seas just like in the Prime Realm.
The Arcane Seas have a regular and trait shared with the Prime Realm - namely a curvature that is the exact same as the Earth and a normal sun cycle where the sun rises from the east and goes to the west. However, there’s no moon that can be observed in the Arcane Seas, nor any of the stars or constellations that can be observed in the Prime realm. This complicates navigation within the Arcane Seas greatly.
Climate & Weather
The Arcane Sea can be best described as a tropical ocean. The sun shines for 12 hours a day and then ends exactly 12 hours later - sunset and sunrise are extremely short, as if the entirety of the sea is in the equator itself. However, within the Arcane Seas, magical sources have caused certain cold spots or hot spots to appear that deviate from the regular patterns.
With no major landmasses to break up any storms and an all around hot climate, the Arcane Sea is struck by storms and thunderstorms frequently all over - with localized and persistent thunderstorms, and in the boundary zone between magical areas of coldness and hotness the storms are especially severe and devastating.
Compression
Distances in the Arcane Seas are compressed by a factor of 4:1 compared to the real world - a relationship that holds true for the major civilized areas. Areas in which gates are built where distances are compressed corresponds to location of major landmasses in the Prime realm.
It is proposed that the Arcane Seas may actually match the Prime realm in term of its distance - a theory that was born after the discovery and the initial exploration of what is known as the Arcanic Abyss - an area where there were no stable landmasses, an utter abundance of dungeons, and where the Traversal Ritual has failed repeatedly. No explorers have reached the area it would correspond to in Prime realm space yet, and some scholars have speculated areas where Arcanic Abyss are located are actually a way for the Arcane Seas to “decompress” the dimensional distortion it has to real space. But this is all conjectures
Productivity
The Arcane Seas is abundantly productive thanks to the sea’s extremely shallow depth, alongside volatile current and wind that mixes the water column, with primary biomass productivity (not actually measured by anyone in the world, of course) reaching 50 - 60 tons per km2 on average across the entirety of the known sea, a level of productivity roughly equal to the most productive fishing zones in the real world, like the water around Iceland or the Red Sea. This is a level of productivity that most civilizations cannot even readily exploit.
With only the sun in the sky, astronavigation is impossible in the Arcane Seas. To navigate, ships in the Arcane Seas use what is known as a Sea Stone - as normal compasses also do not work in the Arcane Seas. Sea Stones are struck by a hammer five times near an Arcane Gate, ensuring it will always point toward the Arcane Gate. By setting at least two Sea Stones, a navigator can triangulate the position of their ship relative to the gates and thus find out their position no matter where they are in the Arcane Seas.
Flora
The Arcane Seas has a generally tropical climate and is home to tropical plants found around the equator - with Mediterranean and Caribbean-Antillean plant prominent in the Silnarian sector and plants common to southeast Asia around the Panguean sector - centuries of colonialism means that introduced plants have taken over most of the cultivable lands however.
Fauna
There are few large extant land animals and no domesticable land animals native to the Arcane Seas, but chicken, pigs, sheep, boars, rabbits etc. has been introduced and is now common on most of the core civilized islands.
In the seas, tropical fishes dominate - except in cold areas where fishes like herrings or cod are much more prominent. Smaller whale and dolphin species are abundant alongside sharks. Unnatural or magical sea monsters like Sea Dragons or Kraken-like creatures are a relatively rare sighting, and are found generally in the deeper part of the Arcane Seas where they’re not at risk of beaching themselves. However, most sea monsters in the Arcane Seas have limited ability to crawl or move by magical means, likely because of the need to traverse the shallower - and food abundant shallow areas.
History of Arcane Gates & Dimensional Traversal
In modern times, traversal between the Arcane Seas and the Prime Realm are primarily done by Arcane Gates. This section discusses the various methods of traversal - in order of discovery by the Silnarian, and not in order of importance.
The Arcane Gates were probably first constructed by the Alamethri - the ancestors of the modern day Arzidan Lora, in an attempt to escape from their own doomed continent, which means that the likeliest candidate for the first Arcane Gate in the world is the one located at the heart of the scalding sea that leads to Lulladia or what remains of it. During their migration, they constructed a gate within the Arcane Seas that led to the Yor Sea - which is the second most ancient gate in the world. Eventually the Arzidan Empire atrophied and lost interests in conquering the Arcane Seas after reaching Ramul Ta, and the technology was lost as they turned to focus on land and the underground. These two gates are at least estimated to be over three thousand years old. Some speculate it was not even the Aramethri who constructed these two gates.
By 150 BS, Runran discovered the mechanisms of the gate and constructed the Runra gate. Most speculate that they’ve happened upon an Alamethri archive - as Runra did not possess the knowledge of individual ship travel by ritual spell or ritual spell assisted by device. The Runra gate is the third oldest known gate in the world. They colonized the Arcane Seas but without much enthusiasm as tropical land with tropical crops were readily available to the south for trading and even cultivation.
The discovery and colonization of Gwannam - and a route from Runra to the Yor Sea led to rapid Runran settlements of islands in the Arcane Seas and the displacement of the native population, establishing the first intercontinental trade route that passes through the Arcane Seas.
Arcanic Storm
Arcanic Storm is the first known, and the only “natural” method of traversing between the Arcane Seas and the Prime Realm - it is a storm that strikes the Prime Realm infrequently, generally observed once every ten to a hundred years. In the time before Scre and the widespread construction of Arcane Gates, it was known to strike the area around Ramul Ta every ten years. It is an extensive storm, lasting over ten to twenty days, moving over a stationary area and seldomly weakening and generally form to the North of Silnaria or to the Northeast of Yor Sea moving toward the southwest. In Runran history similar storms form to the east of the Panguean continent to move toward the coast. Arcanic Storm tends to reach the strength of Category 3 - 4 Hurricane in strength.
Its center never reaches land before dissipating as a rule - at its center where the storm’s eye, a temporary portal to the Arcane Seas - where the other side is also visible, is generated and anyone who swims through or sail through would end up on the other side instantly. The traversal however, is one way.
Once the Arcane Seas were (re)discovered, it was known that the Arcanic Storms tend to strike areas without Arcane Gates - at rather high frequency - with multiple such storm
One such storm struck in the Year of 110, taking with it the father of a renown Silnarian mage known as Artair Jekylle. Unfortunately, no news was heard from the few Silnarian or Runran trading fleets that wandered into the Arcane Seas. Artair’s loss led to a lifelong interest in the phenomena of the Arcane Seas and its traversal - and he was determined to rediscover the mechanisms of how to build a gate - something that the Runran seems not keen to share.
Artair’s Traversal and Artair’s Device
Artair’s research bore fruit by Year 118 and he demonstrated it with over a hundred mages by casting a Ritual of Traversal - which created a temporary portal large enough for a ship to fit through - and said portal were held open for over an hour in order for the mage to observe fishes have migrated from the other side - who promptly died in the colder ocean north of Silnaria. A week later, after the possibility of return were confirmed, a small ship of brave volunteers (Read: Death row criminals) sailed through with the promise of freedom and a large chest of gold should they return. With due haste, less than five minutes after they sailed into the Arcane Seas, the ship returned successfully from the other dimension.
This confirmed the theory that the Ritual of Traversal - now named Artair’s Traversal after its inventor, was a workable spell. It is an extremely powerful traversal spell that cannot be cast at a scale smaller than a portal 25 meters (80 feet) in diameter, and requires the contribution of an equivalence of 5,000 Fatigue in magical power over a period of no less than an hour, which sustain the portal for only 30 minutes - and an investment of over 2,500 fatigue is required to sustain it after. This was a completely impractical ritual for any wide scale commercial use, but gained massive attention in the royal court as the extremely expensive ability to transport one ship - anytime, anywhere, into the Arcane Seas and back was useful for scouting and for very specific tactical purposes.
With the patronage of the Empress herself and a functionally unlimited budget, Artair managed to iterate on and improve the ritual but realized that casting the spell without assistance was not going to improve its efficiency further. Eventually, Artair came up with the Artair’s Device by 121 - a hundred kilograms construct of intricately crafted runes and gyroscopes that aligned the magical energy of the mage to disrupt the veils between the dimensions and lower the cost of the spell by a factor of ⅘. It came with an eye-watering price tag, however, making it still uneconomical.
The Rediscovery of the Arcane Gates
Scre’s Empire was constantly expanding and a massive flood of war booty and loot allowed her to continue lavishing money on projects she deemed important for the country - such as finding out how to construct an Arcane Gates. As a matter of prestige, the first Artair’s Traversal Device was also installed on her flagship, never to be used for the rest of Scre’s lifetime and only as a matter of display because allegedly, the thoughts of using a magical ritual to travel into another stormy dimension gave the Empress cold feet - and she was more of a conquerors by land anyway.
The conquest of modern day Adoroia and its proximity to Yor Gate renewed interests and when a massive Runran fleet sailed in and colonized Gwannam, the Silnarians started asking questions like “What if Artair’s Traversal Device but bigger”.
And so, by finding an islets or a point on the seabed where they can landfill until it reached the surface, and another point where they can align yet another enlarged Artair’s Traversal Device, the Silnarian managed to figure out how to construct a new Arcane Gates. They chose the site of the known Northern Gates where a suitable small island was found with a deep water passage in between, and constructed two towers. Then, magic was used to bind the stone towers to protect it from erosion - and a new Arcane Gate was opened - a permanent portal that drained ambient magical energy to sustain it, opening a permanent portal to the Arcane Seas.
With the construction of the Northern Gate in 240 PS Silnarian colonization and exploitation of the Arcane Seas began in earnest - alongside international trade with Runra. A century later, the Arcane Seas colony would prove to be immensely profitable thanks to the cash crops planted there - more than any long range trade with Runra.
Arcane Gates
Site Selection
Arcane Gates must be located at least 40 km away from any major shoreline within the Prime Realm - within the Arcane Seas, it seems like this restriction is relaxed to merely 10 km.
Structure
An Arcane Gate consists of two 50m radius, 150m tall stone towers, which are binded by magic and protected from erosion and the seas. Runic engraving runs up and down the It extends from the seabed or the surface of the land to a height of 150 meters, and an enlarged Artair’s device is placed on the top before a ritual is cast. Up to 2 kilometers of distance is tolerated between the two towers. Once the ritual is cast, the entirety of the magical tower is filled with energy and the ritual begins within an hour - generally within that period the mages would scramble to get off the top of the tower onto the ships waiting below, for their own safety.
The magical portal extends between the two towers and doesn’t cover solid ground - leaving a small gap of 8 - 10 meters between the edge of the portal and the actual tower structure, as the portals will do everything in its power to avoid solid objects. The portal is instant and crossing one end to the other instantly traverses to the other dimension (Meaning there’s a period where the ship / object is in both dimensions with no detrimental effect).
Construction & Cost
Although no attempts have been made to construct an Arcane Gate in the centuries since the decline and collapse of most of the Silnarian Empire, it is estimated that an Arcane Gate costs between 240 - 800 million silver to construct, making it the most expensive megaproject known to the world. The wide range of cost is due to the suitability of land - when a massive amount of landfilling is needed for an Arcane Gate, especially without a nearby source of materials, costs rise massively.
It is estimated that each Arcane Seas Tower would take around ~3 million tonnes of rock to construct alone.
Historically, no Arcane Gate has been destroyed as once they’re set up. Despite attempts to do so, it was experimentally proven that to destroy an Arcane Gate, one cannot simply destroy the device at the top - it appears that the device is simply needed to activate the ritual the first time, and once the ritual is started, the entirety of the tower act as a magical conduit and may need to be structurally collapsed entirely for the gate to collapse.
Countergate
An Arcane Gate can be constructed in either the Arcane Seas or the Prime Realm - although the Prime Realm is often preferred unless there’s a nearby source of quarry materials that can be found in the Arcane Seas. A few gates were constructed in the Arcane Seas as part of a colonization effort, in an attempt to open up colonization of faraway lands.
Placement of Counterghate tends to not be exactly where it should be according to the mapping of dimensions on both sides - the exit point can vary by up to 50 km from where it should be. So far, no gate have deviated greatly from their expected positions
Water & Wind Flow
An Arcane Gate’s portal is two-way - a ship can sail in from either of the directions the portal is facing. Once an object or a ship sails intentionally into the portal, the teleportation / transposition is guaranteed to be finished and it will be shoved into the other dimensions on the opposing side they came out from.
Within the Prime Realm, water and wind from the Arcane Seas always flows out toward the north, and the Prime Realm’s water enters from the south. In the Arcane Seas - the other way round. However, solid objects traversing the Arcane Gate has no such restriction. Each Arcane Gate forms a mini vortex as the water would circle back into the Arcane Gate from the other side - an effect that complicates navigations but also happens to minimize the climate impact of each Arcane Gate. While it is technically possible to enter the Arcane Gate from both sides, captains generally sail into an Arcane Gate from the south in the Prime Realm and north in the Arcane Seas.
Extant Gates
This is a list of known and extant gate
Lulladia Gate
- Main Gate Location: Prime Realm…?
- Constructed: Before 1000 B.S.
- Constructed By: ??? (Commonly attributed to Alamethrian Lora)
- Description: A gate whose presence is only known from historical records. It is located at the center of the Scalding Sea. No one have seen it for centuries as sailing into the area is a suicidal trap - not even fishes and barely any plants live there. Temperature differences sink most fools that try, too. It is speculated to be the gate where the Alamethrian and the Titan & Ardent migration originated from.
Keguntan Gate
- Main Gate Location: Arcane Seas.
- Constructed: Before 1000 B.S.
- Constructed By: ??? (Unknown, speculated to be Alamethrian Lora)
- Description: Constructed in the middle of the Frosty Seas, the Keguntan gate leads directly to the continent of Baninta. As with the other ancient gates, its construction was speculated to be done by the Alamethrian Lora to prospect for new lands to settle. It was geographically the closest gate to the Lulladia gate after all. The gate’s rediscovery would lead to the colony of Keguntan and the Irtutian Colony being established on the southern shores and island of Baninta. Despite constructing the gate, the Alamethrian - or whomever constructed it, left no known signs of their presence of exploration of the other side. Perhaps Baninta was just too chilly for them.
Yor Gate
- Main Gate Location: Arcane Seas.
- Constructed: Before 1000 B.S.
- Constructed By: ??? (Commonly attributed to Alamethrian Lora)
- Description: An ancient Arcane Gate constructed before known history. This gate was speculated to have been constructed by the Alamethrian Lora before their migration, but their written history makes no mention of constructing such a gate, and it is simply conjecture from their people’s migration route. It is the first Arcane Gate most civilization of Ramul Ta came to know. Before the onset of large scale colonial empires and international trade, the Yor Gate was used mostly to trade with ancient Arcanic people and by Yor Seas civilization with the people of Ruttenia.
Ginzan Gate
- Main Gate Location: Arcane Seas.
- Constructed: Before 1000 B.S.
- Constructed By: ??? (Commonly attributed to Alamethrian Lora / Maktuvian Ardent)
- Description: An ancient Arcane Gate constructed near the Ruttenian continent to the southeast of Ramul Ta. This gate was used most famously by the Neo-Alamethri Ardents who conquered a significant part of the Ruttenian continent and established the modern, Ruttenianized state of Maktuvia. Nowadays it is a major transit point for spice and slave trade.
Runra Gate
- Main Gate Location: Prime Realm
- Constructed: ~150 B.S.
- Constructed By: Empire of Runra
- Description: Constructed near the end of the reign of the Legendary Runran Empress and founder Lan Fe, the Runran Gate were largely seen as a vanity project in the time of its construction, and the Empress repeatedly appealed to national prestige for constructing it. The gate took over 36 years to complete and overrun its cost massively, as the Runran were not experienced with constructing Arcane Gates yet. When it was completed, Runra gained access to a dimension of seas that had a tropical-like climate - rendering them very disappointed at the result because Runra already control and trade with tropical lands with a similar climate. By 60 P.S., however, the gate found a new purpose - again, another national vanity project as the gate was used to facilitate the construction of the Xiyuan Gate in an attempt to make the Runran Empire stretch to two seas and solidify its controls over the western reaches. In modern day, it is a conduit for international trade in finished goods such as porcelain and tea from Runra to Silnaria and the Yor Seas.
Northern Gate
- Main Gate Location: Prime Realm
- Constructed: ~240 P.S.
- Constructed By: Silnarian Empire
- Description: The Northern Gate was the first gate constructed by the Silnarian Empire and the first one constructed in Ramul Ta proper. Its construction was costly but allowed Silnaria easy access to recently constructed land in southern Mentia and Adoria, and solidified their control of the area. It also facilitated trades between the two parts of the Empire and led directly to the Silnarinization of Adoria with the local Thelassites adopting the Silnarian language. This would also be the gate where the Silnarian began their colonization of the Arcane Seas, securing most islands nearby as plantations for cash crops that would then be sold to the massive Silnarian internal markets and generate hefty amounts of profits. Nowadays it is still the primary gate through which most of Silnaria’s international commercial traffic go through.
Lymian Gate
- Main Gate Location: Prime Realm
- Constructed: ~373 P.S.
- Constructed By: Silnarian Empire
- Description: Constructed by Emperor Chlul, the work on the Lymian Gate began in 365 P.S. two years into the reign - funded by a wealthy coalition of Lymian cities and merchants, with permission granted by Chlul as a reward for their loyalty in supporting him retaking the throne from his siblings. The construction was finished in a remarkably short time of merely 8 years. Its completion allowed Lymian merchants to directly access the Arcane Seas and facilitated trade between the richest part of the Empire - though many preferred the Prime Realm routes along the coast. In the long term, the construction of the gate would lead to the Lymian Provinces’ enrichment and the expansion of their mercantile capability, setting them on a path of conflict with the Silnarian crown. Nowadays, the Lymian Republic’s colonial empire is largely maintained through control of this gate.
Besian Gate
- Main Gate Location: Arcane Seas.
- Constructed: ~516 P.S.
- Constructed By: Silnarian Empire
- Description: Continuing a trend of vanity megaproject at the end of life, the Besian Gate were built by Chlul near the end of his reign to solidify the project to colonize the area west of Mentia, an attempt to spread Silnarian civilizations beyond its core land in the north and ensure it endure for all centuries. The gate was constructed in the Arcane Seas and granted colonists easy access to modern day Rumhainn and allowed settlement of the Avenamul river and its reaches, while opening up sea-bound commerce with the nations of the southwest. Nowadays the Besian Gate is “controlled” by the Kingdom of Rumhainn.
Pinnacelian Gate
- Main Gate Location: Arcane Seas.
- Constructed: ~614 P.S.
- Constructed By: Silnarian Empire
Description: The Pinnacelian Gate is the most recent gate constructed by the Silnarian Empire. At the time of its construction, the island of Caerias was a very unimportant island - and Silnarian scholars found that there was a very significant fault in the location where the gate is now located - where the boundary between the dimensions was particularly weak. Some scholar proposed that by constructing a gate in a deliberately unstable way, they could bring the warm water of the Arcane Seas into the Prime Realm and warm up Silnaria’s climate. Although the gate network was considered functionally complete - the experiment was approved. The end result of the experiment was unexpected - a massive Arcanic storm took place and wrecked the fleet responsible for the experiment, hurling it into the island of Caerias. When the storm was stabilized and a brave captain sailed across the gate, they found a massive archipelago had appeared out of seemingly nowhere at the point the gate was connected to. The archipelago was then colonized by Arcanic people seeking refuge - and then by the Silnarian. Now, the Pinnacelian Gate serves as an economic linchpin for the Pinnacelia.
Arcane Seas Regions
Silnarian Sector
The Silnarian Sector refers to a sector defined by the area bounded and defined by the area around the Northern Gate - with Ginzan Gate and Besian Gate defined as where its boundary begins to act. It is so named as the Silnarian (and later on Lymian) have basically complete control over this part of the sector.
Most of the sector were taken over in two stages, the Silnarian stage between 240 - 320, where the Silnarian Empire expanded into the Arcane Seas and took over the island of Eadtharta while contesting the rest and reaching truce with numerous tribes, and the Lymian stage beginning around 373 and ending around 445 where Lymian merchants moved in with the prospect of profits and finished the Silnarian’s job for them, bribing Arcanic tribes into submission and killing those that resisted. By Year 445, the Silnarian & Lymian (Both nominally under the same Empire) have completed their takeover of the Silnarian Sector and were making a hefty profit as they turned the islands - previously used for low intensity agriculture and as a source of stone and nets for the native inhabitants, into extremely densely cultivated plantations that supplies tropical crops and foodstuffs to their growing Empire.
During the Lymian War of Independence, several islands declared loyalty to Lymia while the rest of them were fought over by the Lymian and Silnarian - Lymia prevailed for the most part, keeping the lion’s share of the islands within the sector.
The domination of Silnarian interest means that only successor states to the Silnarian Empire - and the Silnarian Empire itself has any stakes in the Silnarian sector - namely Silnarian, Salvainian Empire, Lymia and even Rumhainn - the Mentian Empire or Kadhok does not have any stakes, having been far too late to the game.
Islands in the Silnarian Sector are divided by being classified as Northern or Southern islands - with northern islands defined as those between the Pinnacelian Gate (including those near it) and the Ginzan gate, and Southern Islands as any islands south of that (including the two next to it)
Treaty of Cesinaire and the Arcane Seas
The Treaty of Cesinaire was part of the extensive peace agreement after the War of Lymian Independence. Part of it assigned the colonies in the Arcane Seas between Lymia and Silnaria and defined their future boundaries. As part of the treaty, Lymia recognized all territories west of the Lymian gate as belonging to Silnaria, whereas anything east would belong to Lymia. For the Silnarian, this was a hard won compromise as they’ve lost control of all territories within the Arcane Seas in the beginning years of the war, and for the Lymian, this allowed them to secure the more valuable and larger plantation islands in the east, and granted them a valuable claim to all land east of that line - including the one in the Northeastern passages and even those in the Runran sector.
The treaty also prohibited import and export of sugar and tobacco by both countries to each other - in effect granting each of them a monopoly that is constantly broken by smugglers (Particularly from the Lymian side).
The previously underdeveloped western islands that Silnaria were left with were heavily developed for the Silnarian domestic market and exports as a result, whereas the Lymian were satisfied with their gains of the most valuable islands and easy access to expedition into the Arcanic Void.
Notes On the Myrian
When the Arcane Seas were settled - relationship between the Silnarian (And Lymian) and the native inhabitants were not always hostile - over time, some of the group intermarried and gave birth to what is known referred to as the Myrians - a term used to refer to offsprings of those marriage, a mixed Clade group that have adapted to life within the Arcane Seas. Nowaday the term is used widely for anyone exhibiting Silnarian traits and are living in the Arcane Seas - even if they’re first generation immigrants. Almost anyone who has adapted to life there is considered a Myrian. Many of these Myrians without strong ties to their home state consider them Myrian more than Silnarian or Lymian.
Northern Archipelago
The Northern Archipelago is where the majority of the population and economic activities in the Silnarian Sector are concentrated, driven by the Silnaria, Lymia and Salvainia’s colonial possessions. The Arcanic nomads here have a greatly diminished presence - most of them having been driven out by the Silnarian and Lymian a long time ago.
The prevailing wind is from east to west with rainfall coming from the same direction - however, the convergence zone with the frosty sea brings rain from the north.
Eadartha
- Chief Produce: Coffee, Rum, Sugar
- Population: Approximately. 1.1 millions (90%+ Midorite Laborers)
- Terrain & Climate: Tropical, Volcanic (Inactive), Mountain Range in Middle.
Pronounced like Ay-Dar-Ha. Eadartha is a fertile island located next to the Lymian and Northern Gate, with a short mountain range alongside its northwestern southeastern quadrant. The island is entirely controlled by Lymia.
The island is roughly 40,000 km2 in size, and is of outsized, extreme importance to the Silnarian - and now Lymian economy. It is also considered the capital of the Lymian Arcanic Provinces and all of Lymia’s Arcanic possessions are ruled from here. It is home to a population of about 1.1 million despite its size, with around 60,000 of them being of Silnarian / Lymian descent, 20,000 of Arcanic descent, and the remaining are Midorites laborers with less than 2% of it being of any other Clades. The non-Midorite population is concentrated in its capital of Gallteagh. The population is chiefly concentrated in its southern side with the north being slightly more sparsely populated.
Gallteagh (Population 50,000) is the primary port. Cuanmor and Airthinn are the other two major cities housing no more than 10,000 permanent residents.
Eadartha is a volcanic island, although it has been volcanically inactive for a while.
The island’s chiefly known for its rich coffee and sugar plantations. Enough food is grown - mostly rice and breadfruits, in order to sustain the island’s population, and the rest of the arable area is devoted to cash crops.
Eadartha accounts for 50% of the coffee and sugar production in Ramul Ta and its produce is sold in both Silnaria, Lymia and Salvainia, and that it consists a significant - 10 - 20% of the taxable income of the Lymian Republic through export duties of 20%, generally collected at the port of origin to avoid tax evasion.
Inis Luaith
- Economy: Cotton, Tobacco
- Population: ~300,000 (~80% Midorite Laborers)
- Terrain & Climate: Tropical, Moderately Rainy
The island of Inis Luaith is located to the west of Muirlean and receives less rainfall than Eadtharta and Muirlean to its southeast. The island has plenty of agricultural potential, but receives less rainfall throughout the year than the other two main major islands owned by Lymia. As a result, its economy is more oriented toward cotton and tobacco which grows better in its climate - as expected, there’s also a small amount of sugar and coffee plantations but they’re of relative insignificance compared to the other crops.
The island’s capital is the sheltered harbor city of Borach
Muirlean, Torcalla & Teirinn
- Economy: Tobacco, Cotton and Coffee with Sugar supplementary
- Population: ~600,000 (~70% Midorite Laborers, ~30% Free)
- Terrain & Climate: Tropical, Rainy
The trio island of Muirlean, Torcalla and Teirinn is the easternmost possession of the Lymian. The islands possess more sandy, arid soil compared to the rest, making them more suitable for cultivation of cotton and tobacco. It also possesses relatively tall and mountainous territory - especially on the smaller island of Torcalla. The main island of Muirlean chiefly cultivates tobacco and cotton, whereas Torcalla is mainly known for its coffee. The smallest island of Teirinn is sparsely settled and is home to a large itinerant Arcanic population.
The island is home to the largest population of free colonists from Silnaria and Lymia in the Arcane Seas. The main port of the island is Nochtra, sheltered by Muirlean’s mountains from the rain and storm to the east and located next to the Strait of Torcalla.
Dunbhrae & Caol Inis
- Economy: Subsistence
- Population: ~6,000
- Terrain & Climate: Rocky (Caol Inis), Flat & Arid (Dunbhrae)
The twin islands of Dunbhrae & Caol Inis is home to a small population of Myrian settlers and a larger, itinerant Arcanic population who trade with the inhabitants for necessities.
Sapheira, Sectara, Karthadis & Baleia
- Economy: General Plantation Economy + Naval Supplies + Tariffs
- Population: ~200,000 (Mostly “free” Salvainian & indentured laborers)
- Terrain & Climate: Rocky (Sectara & Sapheira), Rugged & Rainy (Karthadis & Baleia)
The four islands of Saphiera, Sectara, Karthadis & Baleia were first settled by mixed groups of Hombaxian and Thalassian who wandered into the ancient Yor Gate and settled on these islands, establishing one of the first colonies inside the Arcane Seas. When the Silnarian Empire conquered modern day Adoria, those islands were incorporated into the Empire too and settlement efforts increased as a source of convenient tropical goods.
During the Lymian War of Independence, the Lymian promised the four islands around Yor Gate as Salvainia’s prize in exchange for their assistance. The promise of colonial holding and removing a potential future threat in Silnaria was enough for Haslan to commit to their assistance. At the end of the war, Lymia transferred the islands as promised, and Haslan incentivized their settlements heavily with tax breaks while establishing military outposts around Yor Gate. The island's strategic location means that incoming trade ships have a hard time dodging Haslan’s toll and tariff collector, who collects a small but significant fee from traders seeking to trade with any nations near the Yor Sea.
The island of Balea and Karthadis is home to large farms and plantations that exports its tropical goods back to the Yor Sea, and are nearly fully settled and cultivated. The northern islands are mostly used for military bases and are home to fishing villages and salt mines.
Bealmara & Tralinn
- Economy: Cotton & Tobacco
- Population: ~90,000 (20% Myrians, 80% Laborers)
- Terrain & Climate: Flat & Arid
The flat and drier islands of Bealmara and Tralinn is home to a tobacco and cotton industry oriented toward export into the Silnarian Empire.
Ceomara & Eirneas
- Economy: Salt
- Population: ~30,000 (20% Myrians, 80% Laborers)
- Terrain & Climate: Rocky, Arid
The islands of Ceomara & Eirneas are home to small fishing communities that export salted fishes - the drier climate because of Eadtharta receiving most rainfall makes it conducive to salt farming. It is also close to the Northern Gate, meaning that trade ships can take those salted fishes and salt back to Silnaria for sales.
Caeltra
- Economy: Subsistence
- Population: ~4,000 (95% Myrians)
- Terrain & Climate: Rocky
The small island group of Caeltra is home to a settler and fishing community.
Torbhreac
- Economy: Diverse agricultural economy
- Population: ~230,000 (95% Myrians)
- Terrain & Climate: Diverse with flat & mountainous terrain, sunny moderate tropical climate
The island of Torbhreac is the westernmost possession of the Silnarian and the most heavily settled by free men, with a nearly entirely free population - the island had a relatively pleasant (For Silnarian) climate in the Arcane Seas, and in time of turmoil refugees often flock to Torbhreac to escape internecine conflicts on the mainland. The economy is oriented toward self-sufficiency instead of being export-oriented like most other significant islands in the north. Torbhreac’s climate does however make it suitable for growing coffee - which some entrepreneuring Silnarians have taken to growing recently. Most of those coffee are consumed locally with some exported into Silnaria.
Caerias
- Economy: Sugar & Rum, Entrepot
- Population: ~240,000 (10% Myrians, 90% Midorites)
- Terrain & Climate: Volcanic terrain with fertile soil
The island of Caerias is the most significant possession of the Silnarian in the Arcane Seas - it has volcanic terrain with fertile soil, and as it is just south of the convergence zone with the Frosty Seas, it receive plenty of rainfall and storms, making it suitable for growing sugar and rum. To get around the island’s limited size, Midorite laborers are imported en masse to cram more laborers per acre of farmland as possible. The island, while not as prosperous or rich as Eadtharta, is the no.1 domestic source of sugar and rum for Silnaria.
Officially, Caerias produce more sugar, rum, tobacco and even wood than Eadtharta. This is a blatant lie, as goods from Pinnacelia often make a brief stop in Caerias and with a small bribe would be mislabeled as goods produced domestically in part of Silnaria, free from excess tariffs. Everyone who takes part in this facetious trade is keen to keep the status quo - as Pinnacelia is a close ally of Silnaria now and Silnaria benefits greatly from the cheap goods.
The capital of the island is the city of Dalan, and is also home to the great Silnarian Arcanic fleet.
Tiarrach, Lonnrach, Mor & Silabhan
- Economy: Subsistence
- Population: ~32,000 (90% Arcanic)
- Terrain & Climate: Volcanic with fertile soil (Olnnrach), Rocky & Rainy (Rest)
The four islands owned by Pinnacelia is mostly of economic unimportance - except for the island of Lonnrach, which is home to a small amount of plantations farmed by free planters. The economy of these islands used to be based on piracy directed at the Silnarian and especially Lymian, but with the suppression of piracy and the normalization of relationship with Silnaria piracy is no longer a significant part of their economy. Lonnrach is the only island that is settled to any significant degree, but faces heavy competition from the nearby island of Caerias with a similar economy and much more ruthless labor practice.
Ardanagh & Orchethra
- Economy: Subsistence
- Population: ~5,000
- Terrain & Climate: Rocky
The twin island group of Orchethra and Ardanagh were taken over by Rumhainn when it became independent, though it could also be safe to say that the Silnarian simply thought those islands were not worth contesting, as they have a rocky terrain and barely any arable land. Their only purpose is to serve as a resting stop for ships on the way to the Besian Sea. The King of Rumhainn actively subsidizes settlers on these islands (Up to a certain amount) and posts a small garrison, in order to maintain a foothold in the Arcane Seas.
Southern Archipelago
The Southern Archipelago is dominated by several large islands to its southeast, and neighbor the Ginzan Gate. Compared to the Northern Archipelago, the native Arcanic People still maintain some presence here and on the islands, and control by the colonial powers are looser. The Silnarian-Lymian dominance is not as heavy here, and the easternmost islands are popular spots for expeditions into the Arcanic Void. Occasional attacks by sea monsters straying from the Sea of Light also happen - especially near the south.
Most islands here are sparsely populated compared to the northern islands and never acquired the outsized economic importance of the northern islands, since they neighbor the also tropical-like continent of Ruttenia.
The prevailing wind blows east to west - from the depth of the Eastern Arcanic Void toward the west, bringing rainfall and cloud that mostly falls on the eastern islands of the archipelago, leaving most of the islands west of them with a hot and sunny climate.
Kojima
- Economy: Ranching
- Population: ~20,000
- Terrain & Climate: Tropical, Relatively Dry & Flat.
- Owner: Ginzan
Kojima Island is a small island located to the east of the Ginzan Gate. The island is small with generally flat terrain and is lightly forested. It lacks the fertile soil of larger islands to the north and it is generally used as a ranching colony with a low population.
Oshima & Namizaki
- Economy: Sugar, Rum, Coffee, Tropical Wood
- Population: ~120,000
- Terrain: Tropical & Rainy.
- Owner: Ginzan
The twin island of Oshima & Namizaki is the largest colony of Ginzan within the Arcane Seas, and is a popular resort location for the elites of Ginzan. Oshima is the larger island and it is the center of most of its population. The island receives plenty of rainfall throughout the year and is home to a small plantation economy producing typical tropical cash crops, and also export tropical wood like Brazilwood to its mainland colony for usage in dye and musical instruments. The smaller island of Namizaki is rockier and barely inhabited.
The main city of the island is Minatokawa - an export port for the island’s produce, and the main expeditionary port is Shiosaki - home to a small population supporting brave adventurers venturing out into the Arcanic Void from its sheltered bay.
Kazeshima
- Economy: Ranching, Sea Salt, Monster Hunting
- Population: ~40,000
- Terrain: Tropical & Dry.
- Owner: Daihei
The big island of Kazeshima is home to a small population from Daihei. It was awarded to Daihei when Ginzan and Daihei negotiated their alliance together - Daihei wanted a colony in the Arcane Seas for prestige reasons and it was thought that its proximity to the Arcanic Void and Sea of Light would provide economic opportunity for Daihei - and Ginzan didn’t value the island that much due to its dry climate. Later on, Daihei developed a salt industry here which became useful for both of the states as a source of salt within the Arcane Seas - however, the dry climate of Daihei means that it faces stiff competition outside, so most of the salt produced is consumed locally.
Due to its proximity to part of the Arcanic Void, the island receives relatively little rainfall - most of it having fallen within the Arcanic Void itself. It has a generally dry, sunny climate. The island is populated by imported animals from the Prime Realm who feed on the abundant plants provided by creatures here. The southern peninsula is relatively mountainous.
The capital of the island is the inland town of Asahara. Kazeshima is also home to a small monster hunting industry where adventurers venture south just over the edge into the Sea of Light in hope of hunting large whales or sea monsters that is then processed into fat and sold outside.
Iwashima
- Economy: Agricultural / Fishing / Provisions
- Population: ~15,000 (70% Oni, 30% Arcanic)
- Terrain & Climate: Rocky, Tropical, Dry / Sunny.
- Owner: Daihei
Iwashima is a rocky island next to the Ginzan gate, owned by the Kingdom of Daihei. The island is home to no significant industry, except for a population of Oni dedicated to supporting Daihei’s naval activities - whether it is legit or privateering. Subsidence farming and fishing takes place on the island and native Arcanic people trade with the populace.
Bantra
- Economy: Salt, Agricultural
- Population: ~280,000 (80% Myrians, 20% Midorite)
- Terrain & Climate: Rocky, Tropical, Dry / Sunny.
- Owner: Lymia
Bantra is the largest island in the southern archipelago owned by Lymia. It does not have rich natural resources and has a drier than usual climate - which attracted a surprising amount of Silnarian and Lymian settlers looking to escape the overpopulation of their homeland and set up settler colonies. The island has a mountain chain running down the middle with coastal plains surrounding it.
Its drier climate - especially on the leeward (western) side, allows for high quality saltpans to be set up, which is used to extract salt which is then shipped to the various states of Yor Sea and Lymian Gate, and used to fuel the fishing industries elsewhere. The island has a relatively balanced economy. There are scattered iron and copper deposits that’s sufficient for domestic usage - though tools are often imported from the mainland. The main town of the island is the port of Cuanban in the northeast.
Inisfaoil
- Economy: Agricultural / Settler
- Population: ~150,000 (95%+ Myrians)
- Terrain & Climate: Flat, Tropical, Dry / Sunny.
- Owner: Silnaria & Lymia
Inisfaoil is a colony island with mostly flat terrain and a dry-ish climate. As part of the peace treaty between Lymia and Silnaria - colonies in the Arcane Seas were divided - with the two sides contending over whether the division line should be the Northern Gate (favored by the Lymian) or the Yor Gate. The island of Inisfaoil was at the heart of the dispute - and in the end a typical colonist compromise was achieved - the island of Inisfaoil was to be divided in half between the two powers.
Inisfaoil has a balanced settler economy based on the work of the Myrians and has a major port city in Searrach on the western - Silnarian side. Despite the different law and traditions between the two country, in practice the two sides of Inisfaoil co mingle and trade with each other freely as if the border barely exists, with the governors of the two sides making tolerating this status quo of mostly ignoring which state is truly in charge of which side of the island. During previous flare-ups in colonial conflicts between the two powers Inisfaoil’s population is known for engaging in unenthusiastic, phoney warfare.
The Silnarian side’s the more heavily populated of the two sides.
Toramhach
- Economy: Subsistence
- Population: ~12,000 (Silnarian & Arcanic)
- Terrain & Climate: Rocky, Tropical, Rainy
- Owner: Silnaria
The island of Toramhach is a rocky island situated to the far west and is owned by Silnaria. It is settled by a small population of settlers who intermixes freely with the Arcanic natives surrounding them and even living on the island. The island is of no strategic importance nor does it produce any produce in significant amounts - although it has potential for a strong plantation economy, its distance from major gates and more competitive island choice in the north render it unsuitable for that purpose.
Carrach
- Economy: Prison
- Population: ~3,000 (Silnarian)
- Terrain & Climate: Rocky, Tropical, Dry
- Owner: Silnaria
The island of Carrach is named for its rocky features - one of dozens of places that share this name in the Silnarian language. The isolated, rocky island was selected as a prison site by the Silnarian early on in its history. It is a place where those who are too powerful to be left on the mainland and not guilty enough to be outright killed are exiled - guarded heavily by the disproportionately large garrison of over a thousand soldiers. Food and luxury goods are transported from the nearby islands of Toramhach and Inisfaoil to sustain the prisoners. The place holds around 100 - 200 prisoners, most of whom live in luxury. Monotony on the island, lack of activities and the starkly different climate usually means their health tends to deteriorate over time, something very convenient for their captors. This island is where the famous Silnarian Emperor, Chlul, was exiled and then broke out upon the death of his mother with the support of the garrison.
Gallmor & Ronach
- Economy: None
- Population: ~8,000 (Myrian)
- Terrain & Climate: Rocky, Tropical, Dry / Sunny.
- Owner: Lymia
The islands of Gallmor & Ronach are insignificant, rocky and small islands to the south of the Archipelago. They were claimed by the Silnarian and settled by freedom seeking farmers. There’s no significant towns or exports on these islands. Most inhabitants are Myrian.
The Frosty Sea
The Frosty Sea is so named for how cold it is relative to the rest of the Arcane Seas - although it receive nearly the same amount of sunlight as the rest of the Arcane Seas, the area is unusually cold - thanks to unnatural frost and coldness emanating from the three islands in its center.
When the founder of Keguntan sailed through to this side of the Arcane Seas in search of the legendary Arcane Gate that would later be named Keguntan gate after them, they discovered three great islands that were uninhabited. Their excitement was replaced with disappointment after navigating through icebergs and floating ice to find that those islands were permanently chilly and had a tundra-like climate barely supporting any lives. Later on, they sailed through the gate to the southern Baninta continent where they found a more reasonable climate and less reasonable inhabitants and established their colony.
When Keguntan became established, they asserted control over those islands and made efforts to survey them - finding that the islands followed a cycle of relatively extreme cold between -5 and -10 celsius - and then brief thawing to 2 - 7 degrees celsius on a half-yearly circle. The islands were large, and full of magical energy, and made for a great place for well-stocked adventurers to seek out dungeons with barely any competition. The fisheries around the islands were also extremely rich.
Keguntan would soon establish fishing outposts and small towns to support the adventuring population and a fishing industry, and multiple salt mines to preserve the fishes and sell them elsewhere and aboard. The Frosty Sea is not home to any of the Arcanic People who deems it too cold to live in.
There's a large population of real world Arctic & Antarctic creatures including penguins and seals living around the island.
Shirohara
- Economy: Fishing, Salt Mining & Adventuring
- Population: ~45,000
- Terrain & Climate: Tundra / Permafrost with Cold Oceanic climate in the north
Shirohara is the largest and most populated island of the three in the Frosty Sea. The northern side is the only part that is suitable for agriculture during the storm season. Influences from warm water from the scalding sea to the north make it seasonally warm enough during a third of the year to grow some crops. Small whaling and fishing outposts are scattered across the rest of the island. The interior of the island is still barely explored and dungeons are known to renew themselves on a regular basis.
The small town of Setsuoka in the north is the main hub for adventurers who are seeking supplies and more varied fish than salted fish.
Korito
- Economy: Fishing & Naval Provision
- Population: ~10,000
- Terrain & Climate: Tundra / Permafrost
The second biggest island in the island group, Korito supports a small population concentrated around the town of Reikawa that supports fishing expeditions and occasional ships looking to resupply.
Shimojima
- Economy: N/A
- Population: ~1,000
- Terrain & Climate: Tundra / Permafrost
The island of Shimojima is the tiniest of the three islands and is of no economical or population significance.
Panguean Sector
The Panguean Sector is located in the northeast of the Arcane Seas and corresponds to the rough location of the Panguean continent. Lore and details to be added later as inspirations come by.
Northeastern Passage
The Northeastern Passage refers to the area between the Panguean and the Silnarian sector in the Arcane Seas - and roughly corresponds to the area between Panguea and Ramul Ta within the Prime Realm. This area has deeper seas than usual - averaging perhaps 80 - 100m outside of the coastal area, and has relatively few islands - with only two of significance. It is home to a large number of nomadic Arcanic people and is the main population center of the remaining independent, non-assimilated Arcanic people in the form of Leyudia.
Chagwoldo
- Economy: Mixed, Agricultural & Salt Mining
- Population: ~120,000
- Terrain & Climate: Rocky, Wet Climate
The rocky island of Chagwoldo was ignored by Runra early on in its colonization of the Arcane Seas since the island was deemed to have no worthy mineral resources and was mostly used as a ranch. When the Xiyuan gate was opened, Hanuel took the opportunity to lay claim to the island as their foothold in the Arcane Seas and then heavily settled it as a matter of national prestige.
Nowadays the island is home to large terraced rice farms and is the base of Hanuel’s Arcane Seas fleet who take part in profitable trade. Population growth in Hanuel has driven immigration waves to Chagwoldo which is reputed to never suffer a drought - but the island’s scarce arable land is already running out. Labor intensive salt mines export salt to nearby Leyudia for a profit.
Leyudia
See the article of Leyudia
Scalding Sea
The Scalding Sea is a largely uncharted region of the Arcane Seas located to the northwest - so named due to the high average temperature of its sea, reaching up to 40 - 60 degrees celsius on average only 200 - 300 km into its depth - the edge of the Scalding Seas have a more reasonable temperature of 30 - 40 degrees celsius. The differences in temperature is sufficient to make its convergence zone with the other regions extremely stormy, and permanent home to deadly thunderstorms that occasionally turn into moving storms that lashes at the outer region of other places.
The Scalding Sea is largely uncharted due to how dangerous it is. The intolerable temperature means that few people actually wander into the region and fewer even wander out alive. Some explorers' report says that most islands have blackened stone and sand, burnt flora, jagged rocks and angular rock formations, as if the ground itself was scorched. In spite of this, it appears there are plants native to the Scalding Seas that grow by means unknown. It is also said that there’s plenty of dungeons and rare minerals in the region, with barely any competitions.
Kingdom of Isarion
- Economy: Mining / None
- Population: ~6,000
- Terrain & Climate: Volcanic
The Kingdom of Isarion is a self-proclaimed kingdom founded by a group of Silnarian exiles around 940 P.S., who, against all common sense, decided to settle an island on the edge of the Scalding Seas. The island is home to a decently large (for a hellhole) population of Silnarians despite its climate - most of the population live in sheltered houses underground where the temperature is more reasonable, and they make their living by mining the island’s rich mineral resources and selling it to traders from the Runran sector and Keguntan.
The Arcanic Void
The Arcanic Void is the term used to refer to an area around the Arcane Seas devoid of any stable geography. The bulk of the Arcanic Void lies to the southeast of the Runran and the Silnarian sector - though it is also believed that there’s Arcanic Void to be found to the north and northeast - not that many people have ventured and sailed there. There’s no working, confirmed theory on why the Arcanic Void has formed, only that it exists.
The Arcanic Void is generally deeper than the rest of the Arcane Seas - usually ranging from 80 - 120 meters deep, meaning it can harbor deep sea monsters or whales that are not seen elsewhere. Solitary Arcanic Whale - a species similar to size to Blue Whale is known to wander and live in this region
The Arcanic Void is a region that is regularly struck by Arcanic Storm - Arcanic Storms that are so slow (3 km per hour) that it can be outsailed by any reasonable ship, in fact - a rowboat would also outrun them. Those storms tend to have a diameter of between 30 - 90 km. Those storms have an enlarged portal in the middle - but instead of dumping anything caught in the middle into the Prime Realm, it seems to dump them in the middle of nowhere within the Arcanic Void - usually within a 1000 km of their starting position. For those caught within the storm - it is advised to stay on a ship,
Those portals also serve to remove - and create new above water landmasses regularly, which often contain multiple dungeons that are explored by brave adventurers as there’s seldomly any competition within the Arcanic Void.
Centuries of exploration have led to some degree of predictability for the Arcanic Storms - in general, storms tends to move in the direction of the prevailing winds in Arcanic Sea - which alternate in a westerly and easterly fashion, and that the same area is usually struck five times a year, with no storm happening within one month of a previous storm crossing an area. However, the predictability only extends to Arcanic Storms - other types of completely natural storms are completely unpredictable and can be concurrent with an Arcanic Storm.
Sea of Light
The Sea of Light is a region located south of the southernmost Voidward islands. It is so named for its glowing underwater forests and flora. The area roughly starts 150 km south of the island, and is preceded by a large drop in depth from merely 50 meters to 100 - 120 meters in depth.
Despite the increased depth, the sea of light is even more productive than the sea to the south - magical energy sustains a unique community of glowing flora that very much resemble seaweed and seagrasses - alongside terrestrial tree-like plants that also glow. These floras are native to the Sea of Light and is not known to grow anywhere else.
Despite its beauty this area is also home to various kinds of sea monsters, one that tends to be very unwelcome to explorers, and it is devoid of any major land masses except for one.
The region is also home to the Fomorian, a amphibious species, or perhaps, multiple species of humanoid-like creatures with deep blue skin and a monstrous appearance - ranging in size from the Lesser Fomorians who are slightly stronger than average human to the Great Fomorian that towers above a Titan up to 8 meters tall and can easily crush one with their hand. The Fomorians speak a language that is eerily similar to - if not the same as the Arcanic language, but generally maintain a distant relation with the native Tretons and Uzhi of the Arcane Seas - though both groups tend to avoid each other at their boundary.
Fomorian practice some form of underwater agriculture and construct underwater settlements from rocks and stones and mostly utilize stone tools. The larger Fomorian seems to be innately capable of battle magic, a trait which they chiefly use to attack intruders and the sea monsters that oftentime attempt to prey on their community. Exploration indicates that the Fomorian has the sign of a hierarchical, organized society.
Fomorian seem to be innately hostile to any non-Arcanic species and strive to kill them at their first chance - there’s been no report of friendly encounter, merely neutral encounter between the Fomorians and explorers brave enough to sail into the Sea of Light. There’s numerous islets or small islands not of note on the map scattered around the Sea of Light, but only one major landmass exists within the Sea of Light - naturally inhabited by the Fomorians themselves - the island of Nektarios.
Nektarios
Nektarios is the largest known island within the Arcane Seas and stretches over 800 km long east-west and 240km wide at its longest point. It has a tropical climate and it is not settled by any of the major powers - due to the very hostile Fomorian natives and the equally hostile water between it and the Arcane Gates.
The Veil
The Veil is an area roughly starting 350 km west of the island of Tommhach that is impossible to navigate for sapient beings. It is said that sapient beings would perceive fog and cloudy water when in the veil. Anywhere west of this point, sapient beings start to perceive that their visions (If any) is clouding and feel a slow sense of unease building as if energy are being drained out of them. Around the 10 - 20 minutes mark, they would start to vomit and after the 30 - 40 minutes mark, they’ll become gradually more and more lethargic until eventually collapsing and dying by the 1st hour mark.
It appears that non-sapient beings incapable of magic in any form are unaffected. Recorded history shows that the veil has existed for as long as recorded Silnarian history, with no one knowing why, how and when it was created. How thick the veil is and how far it extends is unknown.