WIP [hider=Exiles of the Barren Isles] [b]Name of Nation:[/b] Exiles of the Barren Isles [b]Species:[/b] Human [b]Culture and Society:[/b] [i]Religion[/i] – As many exiles came from Caelrumoste, Athia and old Alwatea, the Barren Isle counts several religions. As the Athian exiles arrived first at the island, they created their own church of the Archangel. However, they saw that the conflict that led to their banishment was not entirely a conflict of magic but rather one of religion. So the earliest version of the Council demanded that religion would never mingle in government or the Nexus. When the Alwatean refugees arrived, they brought with them their own gods. As the First Council generally did not meddle with religion, they allowed the Alwatean refugees to worship their own gods under the same laws. The same deal was taken by several Caelrumoste refugees who fled from the strange civil war that seemed to be happening in their homeland. In the end the vast majority worships three main religions. None of them originating from the Barren Isles. While normally the lines between state and religion are respected, the Athian church has recently brought forth a request. They would like to organize pilgrimages towards their old continental land towards the great churches of the Archangel. So far the Council has not brought this issue before Athia. The other two religious factions seem quite content with staying where they are. [b]History:[/b] [b]Territorial Claims:[/b] [hider=My Hider] [img]https://i.imgur.com/ohqp0Js.png[/img] The Barren Isles are divided in two main parts. The eastern part has the most livable one. The main island is called the Isle of Rock. Here most of the Exiles live in the capital City Haven. Which is in fact the only city that exists on the Barren Isles. Smaller villages do exist though. The western half’s main island is the Isle of Mist. A place hidden by a thick fog and full of mysteries. Here the Nexus resides. A vital complex built within a mountain. From here most of the wealth is also mined. Surrounding it are the Guardian Isles. Where tiny outposts remain to keep a careful watch over the Exiles’ best-kept secret. [hider=Haven] [img]https://i.pinimg.com/originals/dd/b3/01/ddb30141276f99296596c4f2096361c3.jpg[/img] Haven is the first city made by the Exiles on the Barren Isles. With its central position in the South Sea, Haven's port became a meeting point for merchants. Haven itself capitalized on it by massively expanding their harbor district, walling it off and designating it a special jurisdictional area. Essentially the harbor district enjoys slightly lower taxes and laxer laws. [/hider] [/hider] [b]Economy:[/b] [indent]Safe from the fishes from the perilous seas the Barren Isles lack any form of agriculture. However, deep beneath the rocky ground and harsh mountains lie great veins of iron, silver, gems, gold, and celestialite. Using the subjugated locals as slaves the Exiles mine as much of these resources as they can. Still, many believe the veins won’t dry up for another three centuries. Once mined they are processed. Gold and silver are sold as ingots. The gems are often used to craft trinkets by artisans. While often very detailed and beautiful, the artisans can’t make many of them. Thus there is a certain scarcity to them. Finally, the mages’ their great magical sophistication allows them to craft magical artifacts of near unrivaled quality. The Exiles are also offering services to those who can afford it. These services rang from highly regarded ward weaving to the obscure prophecies. Exiles do everything to the benefit of their homeland. So Exile mercenaries are utterly unheard of. [hider=The Gold District] [center][img]https://img4.goodfon.com/wallpaper/nbig/d/71/market-stalls-goods-buildings-city-gate-people-flying-carpet.jpg[/img] [i]- The Hall of Flowing Gold -[/i][/center] The Gold District borders the harbor district of Haven. Though unlike the harbor district, it does not enjoy lax laws. The Gold District began as a place for vaulters (people who offered to store and protect your gold) and jewelers (who use the Vaulters' services). However, it quickly became apparent that these vaults could be used to store all sorts of things. It also became apparent that the proof that you had your gold stored in a vault was basically the same as using the gold. Though it weighed far less. So the vaulters took up the job of banks. Storing valuables and letting people use their contracts to trade in Haven. These days the Vaulters want to expand their infrastructure and go international. However, not all vaulters became banks. Some allowed traders to store their goods for long times. For example weapons could stay in good condition in vaults. Thus they could be stockpiled and when the need arises, sold. However, it was quickly realized that you can't sell such massive amounts on a market place. Nor did buyers of such quantities walk from stall to stall gathering up the weapons. So to the first bulk trade market stalls came to be. By selling contracts allowing people to just pick up their goods at a certain warehouse. It was also quickly realized that using a "first come, first served" trade technique was detrimental. As some other buyers often wanted to bid higher for certain goods than others. In the end, the auction houses were made and moved closer to their respective warehouses. However, the Council did not want to let this ingenious financial idea go to waste. So in the past 20 years they have been working towards unifying the different auction houses in a single hall. This hall is now known as the Hall of Flowing Gold as vast sums of money flow through it like a river. [/hider] [/indent] [b]Army:[/b] The Exiles used to lack any form of formal army. Instead each Family had a Household Guard. Tasked to protect the Family’s land. As only people part of the Exile class can become Household Guard and due to its rather low prestige, few chose the job. However, since the recent mounting fear coming from the cyclops in the west, more Exiles have clamored for an official army that can defend them in the events of an attack. The Order of Stone was made and contains Household Guards that have at least five years of experience. This has limited the recruitment pool rather significantly. Furthermore, while magic education is a common right for all Household Guards, magic in close combat is an unexplored idea so far. The only upside they have is that the equipment is paid by the Council. This means that at the very least their equipment is of some degree. Yet far from what many warriors would want. [b]Navy:[/b] Wood is a scarce resource on the islands. Thus a large navy compromised of wooden ships would be impossible. Still, the Exiles knew that their island homes and more importantly the Nexus had to be protected. The first clues on how to do so came from the Deep One “Leviathan”. A massive creature that, according to legend, protects the Isle of Mist. In the first Communion, which took place right after the second Awakening of the Nexus, Leviathan said that the creatures of the sea obey the deep and the moon. After consulting the Nexus methods using the Lore of the Deep and the Lore of the Moon were used to control the creatures of the sea. With significant results. Dull creatures like the Giant Turtle were easily lulled into a prolonged trance. While South Sea Serpents were less easy to control though much easier to simply direct. Later on smaller ships were bought from trading partners or taken from south sea pirates. These ships are now generally used to patrol the coasts of the Isle of Stone or send as merchant ships along the Giant Turtle Ships. The Exiles trust Leviathan to protect the Isles of Mist and he has not disappointed them so far. [indent][i]Giant Turtle Ships[/i] – Giant turtles are lulled into a trance-like state using magic. Atop its ancient shell housing and warehouses are placed. These slow creatures are only defended by their extremely thick skin. For predators, this means that they are often not worth going after. Yet those atop their shells are not so well defended. Giant Turtle Ships are only ever used for trade and transport. The animal can carry vast loads. When nearing a harbor smaller ships, unfit for the open seas but safe near the coast, are lowered from the shell into the water and then do trade with the harbor. [i]South Sea Serpents[/i] – Large serpents capable of fighting ships one on one. Control is a fickle thing with these beasts. They can be aimed at ships and told to hold off on attacking. Yet when the leash is off, they will charge with animalistic bloodlust. Few are spared by the serpents. Yet they make an effective tool to protect the Barren Isles’ coast. [i]Stone-nose shark swarm[/i] – The reason why these sharks have such strong noses is subject of debate amongst the Exiles. Though the commonly accepted theory is that they use it to ram and crack large crustaceans shells to eat out the flesh underneath it. Alas, to most Exiles it does not matter. The Exiles will use a form of mass-illusion to create the smell of blood near a target. The stone-nose sharks will come up from the deep to attack whatever is near the smell. Gifted groups of Exiles are able to whip the sharks into a frenzy. Resulting in even deadlier attacks. While their stone noses allow them to stand a chance against smaller vessels, the shark swarm is extremely inefficient against larger, stronger vessels. [hider=Deep One "Leviathan"] [center][img]https://vignette.wikia.nocookie.net/disney/images/0/09/Leviathan-13.png/revision/latest?cb=20140304155637[/img] [i]“From the dark deep he came. At first, we didn’t see it in the storm. Then lines lit up below us. Vast lines of light blue light. The boat stopped moving. We thought we had run aground. No, the beast stopped us. Below deck, the screams began. Water was rushing in, it could hear it. Yet nobody on deck moved. Wide-eyed we kept looking at the lines in the water. I’m not sure what pushed me. I want to say instincts but all my instincts told me one thing: I could not survive. Unfortunately, I did and I think it allowed it. It allowed me to jump the ship. Now don’t ask me what I saw in the water. Don’t ask me. I just know that it let me jump. So I could tell you this. Don’t go near the Isle of Mist uninvited.”[/i] Logan Krutz, former pirate captain of the Deep Snake.[/center] Leviathan has long been a local South Sea myth. A vast create that drags entire ships to their doom deep below the waves. The Locals of the Barren Isles call him “Ushtha” or Guardian. Of the Exiles, only a handful of people have ever communed with the Deep One. From those few conversations, it would appear that he is not hostile towards the Exiles (for whatever reason). He also taught them how to craft a trinket that will offer anyone who possesses it safe passage to the Isle of Mists. Leviathan is apparently not the only Deep One that exists. However, according to those who talked to him the others are dead/asleep/dreaming. The word he used seems to imply all three of those options as if they were one. The only connection there seems to be between him and the Barren Isles (other that he stays close to it) is that he seems to understand the concepts of the Lore of Deep. [/hider] [/indent] Traits: Foreign Relations: Rolls: (Rolled by GM in the Discord Server. Just ping me, and I’ll roll as soon as I’m able.) [b]Other:[/b] [hider=Exile Magic] The Exiles pride themselves in gathering an archive of magic from around the world. As many were banished from different nations, a great many different kinds of magic are used on the Barren Isles. The archive is also constantly expanded by foreign tomes and artifacts. However, the magic they use is very much different from most other nations. It is divided into different Lores. Each with their mysterious sources, tales, and explanations for magic. Each Lore is then divided into different Aspects. Which have shared traits between them, tying them to the Lore. Yet each explains a different way of thinking around the central Lore. [indent]The Lore of the Deep contains magic to hex and curse. Deep magic bases itself on the depth of the ocean. That far away yet haunting place that could hide entire worlds. Much like a diver learns to go deeper and deeper, so do students of the Deep learn to give themselves to the watery depths. In return their understanding of the magic they practice expands. To the point that they can make the waves obey their demands The Lore of Terra is possibly the closest to what many nations may call “traditional” magic. It gives control of your surroundings. Things like telekinesis, fire magic and nature magic all fall under the lore of Terra according to the Nexus Order. Many consider the Lore of Terra The easiest lore to learn. Due to its familiarity outside of the Barren Exiles, objects to be enchanted and sold are often enchanted with the Lore of Terra. The Lore of the Moon was, until recently, lore many considered the most mysterious one. Students of Moon Magic are often called Seers or Mentalists. While no Moon Mage will ever offer you certainty, they may offer you a glimpse of the past that never was, the present far away or the future that may be. The most famous/dreaded aspect of Moon Magic is Dream magic. Which is used to test people before they may enter the Nexus. People who use Dream magic are called Dreamwalkers. The Lore of the Sun is by many considered the strongest Lore. It is true that its effects, unlike the Lore of the Deep and the Lore of the Moon, are far more straightforward. The Lore of the Sun contains exclusively offensive aspects except for the Aspect of the Ward. Which allows them to weave complex magical protections. It is also the Lore most used to enchant domestically used weapons. The Lore of the Stars. A lore that is about two decades old now, Star Magic gives a strange mixture of blessings, curses and other utility. The reason it is considered so strange is that the magic calls upon constellations that either don’t seem to exist or have an impossible name. Thus it is seriously halting the Exiles’ study to comprehend the Lore. The most recent Lore discovered is the Lore of the Void. Which derives its meaning and power from “the emptiness between the heavens” (a little and possibly faulty translation from the Nexus). So far no spells have actually been uncovered. In fact, the explained machinations of the Lore are seemingly impossible and the tales surrounding it are incomprehensible so far.[/indent] While it was known that the Lore of the Deep could have certain adverse effects on the human psyche, the risks were far outweighed by the advantages. Furthermore, the effects were well understood and could be combatted. The Lore of the Stars and Void also have seemingly strange effects on the humans that try to study them. Most of these are far less predictable and understood. [/hider] [/hider]