Travels with Aislinn: Sohm Al

The end of the Dragonsong War afforded a plethora of benefits to Coerthans, and new travel opportunities are not the least of these. Peace with the dragons has fostered safe and convenient airship travel, reopening parts of the world that were impassable for centuries and allowing new access to breathtaking architecture and spectacular vistas unknown even to our grandparents. Certainly it is safer – and easier – to simply stay home and enjoy the new luxury goods and foreign cuisine the influx of merchants and refugees have brought to Ishgard, but I wish to assure my friends and others who fear venturing outside of the city and ruining their clothing that temporary discomfort and a modicum of physical exertion are a small price to pay for broadening your horizons. Further, it is entirely possible to undertake a life-changing excursion in between high society balls! You’ll be home before you know it, with fascinating stories to tell.

Few sights in Eorzea are as impressive as the towering peak of Sohm Al, the highest point on the continent. Formed entirely of crystal rather than stone, this massive mountain is sacred to the dragons and was once a destination for spiritual pilgrimages by those hardy enough to climb it. Though the peak itself can only be seen from the air, as the summit separated from the base many millennia ago, the upper and lower parts of the mountain are bound strongly together by chains of aetherial streams, the majestic floating island at the top securely anchored to the base below.

Paintings of the mountain fail to do it justice, and readers are strongly encouraged to take advantage of aetheryte travel to Moghome, a city in The Churning Mists from which the summit can be viewed in all of its glory. In spite of the altitude, this mountain is actively volcanic, and cold-weather clothing is unnecessary, although packing potions to offset aether sickness is advisable. Though it pains me to admit, another consideration simply must be mentioned: trousers. As shocking and immodest as these may feel to respectable ladies, dragging one’s gown over rocks and dirt is the poorer alternative, and long skirts will make it difficult to run in the event of emergency. Be consoled that the short, furry locals do not consider women in trousers to be indecent, and that it is highly unlikely that one might run into friends or neighbors in The Churning Mists – but should this occur, they will no doubt be wearing trousers themselves.

While the home of the moogles is in and of itself a highly worthwhile destination with many sights to see, these must be relegated to another day. This series will focus exclusively on the network of crystalline caves beneath Sohm Al, which descend deep into the earth between The Churning Mists and the foothills of the Dravanian forelands. This network of caverns is accessible a short distance from Moghome, via an arched entrance conveniently carved with glyphs to warn travellers of the transition from above to below. Those who prefer not to fly to the archway on chocoback might book passage with any of the many independent airship captains clamoring for tourist gil in the larger cities. Do ask for references and credentials, however, as the area is also frequented by sky pirates with questionable ethics, and many of the legitimately licensed pilots offering tours fail to serve beverages on board.

Though the entrance to these caverns is guarded by a dragon known to pilgrims and travellers alike as The Timekeep, in recognition of his centuries spent at this post, do not be alarmed. This creature is both sentient and friendly, and an excellent source of information regarding the monument immediately visible upon entry. Known as Halo – the dragons refuse to divulge its sacred name – this statue at the center of a large altar is said to have originally featured both a dragon and a woman, and was reportedly erected to celebrate the bonds between the two species. Evidence of breakage certainly suggests that another figure was present, but nothing of it remains. The half of the statue in situ towers over the entrance to a rather dangerous area occupied by monsters and less friendly dragons, and this should be bypassed; however, if one cranes one’s neck, the faint image of the bottom of the detached peak of the mountain is visible through the mists.

This expansive area as a whole is known as Mourn in the common tongue. The dragons simply consider it to be part of Sohm Al, which translates as “Promised Rest.” It is a holy place for them, their final destination when, after many centuries, they feel death approaching. Whether atop the slopes or within the crystalline caves, they journey to Sohm Al to die, and indeed many of their bones can be seen here. The entire cavern is well lit with aetherically-charged fire crystals formed from volcanic minerals, as well as by fire sprites. In spite of this, however, the floor of the cave is rocky and uneven, entirely unsuitable for anything but flat-soled footwear. Readers are cautioned to have their shoemakers craft thick boots of any hide but dragonskin prior to departure.

On the other side of the Halo plaza, a sloped pathway lined with volcanic rock leads to a large double arch. This, in turn, serves as the entrance to the remainder of Mourn, and the ruins of what was once part of the complex of Anyx Trine, an edifice deliberately constructed to be inhabited by both dragons and men. Much of this was destroyed in anger by the dragons subsequent to King Thordan the First’s betrayal; the rest was occupied by Hraesvelgr’s brood following Nidhogg’s death, and they remain in residence today. Travellers should note that though all of the dragons are bound by the same peace treaty as we ourselves, some dragons are friendlier than others.

The end of the second section of plaza terminates into two separate paths. The one to the left is a dead end; though it must once have led to the opening to which the dragons refer as Eis Daih, which simply means “hole inside”, the way is blocked by fallen stone, and the cavern accessible only from the outside. The right-hand path continues to the second floor of the castle at Anyx Trine, though the very narrow stone bridge and steeply sloping stairs are not for skittish chocobos. It should be reiterated that travellers are very likely to come across the decomposing remains of dragons throughout the caves, and the squeamish may wish to hire a guide so as not to have to look. A moistened handkerchief to cover one’s nose can also be a blessing on these occasions.

The journey from the entrance to the ruins to Anyx Trine proper is relatively short, and unadorned until one reaches the caverns exit, and the short ramp to the second story of the castle. Note that this is not the ground floor, and that it is not difficult, if one proceeds without caution, to plummet to the ground floor by means of a large collapse to the right of the arch.

In our next installment, your intrepid correspondent will survey the castle at Anyx Trine and the road to Eis Daih, with additional commentary regarding the best blister creams and where to buy them. In the meantime, travel safely!

All photos by Aislinn.

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