Brassic Isles

The Brassic Isles(bræsɪk aɪls), officially the The Brassic Domains is a sovereign nation off the north eastern coast of Solum. Its borders formally only range across the isles themselves, though it possesses a number of vassal states, namely Vunstimil, Kratis, and the Belncathyn Isle.

The Brassics's terrain is chiefly rocky islands, however its vassal state of Vuntismil provides ample agricultural land and access to the Lowstones. The Brassics are a federation of islands represented by jarls in its capital of Westmere, the country's largest city and main cultural and commercial center; other major urban areas include Kilead, Nameable Town I, and since its annexation during the Brass Accords, Westmere.

Inhabited since before The Calamity, the Brassics was settled by a nomadic peoples fleeing the Calamity's winter during the The Lost Years, and gained its sovereignty after the First Spring. Hjalmor developed alongside Hjalmor and Elyra, chiefly as an antagonist nation attempting to expand and defend its sphere of influence. Originally brought together by the Great Jarl the nation has undergone several dramatic political changes leading to its modern system of jarl-council rule. Since the Edos Civil War the Brassic Isles have become a political hegemony over both Solum and Summum, their traders and warships found in nearly every port. The Brass Accords have guaranteed a relative amount of peace, though their ending in 523 proves an ominous wind.

Structure


The Brassic territories are governed through Plutocratic Hegemony. Where a combination of both money and council holds the reigns of political control.

The Jarls are the sevenn most powerful positions in the The Brassic Domains. One Jarl rules over each of the inhabitable Brassic Isles, one in Vunstimil and the seventh Jarl, recently established as the rightful heir of the Queen of Edos.

Stewards, or Thanes, are the second in charge of each region of the Isles and its territories. In the reigning Jarl’s absence, the Stewards are deferred to for any rulings or judgments. They are often cared for in a similar fashion to the Jarl’s with heavy security. It is tradition in the territories of the Isles to appoint this position based on merit over family ties. There have been many Steward’s selected based on their sailing, combat, or crafting ability. Steward selection and skill is usually directly related to the region of the Isles they are being appointed to. An example of this would be that a Steward of Haltivar (located in Westmere) would be a well-traveled trader or esteemed shipwright. Each Steward is selected from the region they reign.

The Lawspeakers are a rank of middle nobility in The Brassic Empire. Generally tasked with the rule of a group of settlements. Their primary responsibilities include maintaining an accurate census, ensuring every Brassic serves their required military service, and collecting taxes. They serve as judges for cases too important for Buroughmasters but not important enough for Stewards or Jarls. For larger cases they may speak for the prosecution or defense. A special class of Lawspeakers spends three seasons of the year in Westmere in a council similar to the Council of Jarls, lobbying for their Islands and Settlements.

Buroughmasters are elected leaders of towns and villages, typically one of the Heads of the households, selected by the Heads of the Household. They are responsible for hearing and settling minor grievances in their homes and making sure that their town or village is prosperous. The responsibilities of this position vary greatly from town to town and village to village.

Politics


The Brassics is divided into four notable political parties:

The Traditionalists

One of the largest political parties found throughout the Brassic territories provides full support for the Council of Jarls with their lineage and wealth. They are supportive of the power and reach that each of the Jarls has and believe that balance lies in the collective decision making process.

The Prosperity Party

This party is dominated mostly by the merchant class throughout parts of the Isles, Vunstimil, and Kratis.They value trade routes and prioritizing policies gaining wealth in expeditious ways. Their core belief lies with giving money to the individual over to the collective. Occasionally, there is inter-party conflict in regards to effects of how Vunstimil and Kratis impact the core wealth of the Brassic Isles.

The True Brassic Party

The Nationalists are fiercely loyal to the Brassic Isles and their lands believing in a government that serves the needs of the lands for the people. They want a more separated government which treats each island and holding as an individual province with their own needs, recognizing what may be good for the isles may not be good for Vunstimil and Kratis and vice-versa. They generally support more bureaucracy and infrastructure and often come into conflict with both the Economic Party and the Unifiers over legislation and taxes.

Unifiers

The newest, and currently smallest political group in the Brassic Isles. Originally based on a prophecy of a great hero, the Unifiers want to see the rule of entire Brassic territories (The Brassic Isles,Vunstimil and Kratis) under the control of a single ruling entity (Great Jarl). The movement has grown to include not only those who believe in the prophecy but those who believe that the Council of Jarls are ineffective at creating a government that benefits all citizens of the Isles.

Culture


Brassics are practical, often taking the most straightforward approach, and patience is not often considered a virtue. Not exactly impulsive, but it might seem that way to outsiders.

The Brassic are politically cutthroat, and are unlikely to balk at either the sword or pen in accomplishing whatever ends they have set. They have little qualms about the use of deception, poison, or assassination to ensure the success of their agenda. Many a court intrigue novella are set in the Brassic Isles, often without embellishment, as the Brassics have little patience for the niceties of court protocol, and prefer a more direct approach: the Brassic are not above murdering a competitor to ensure the success of their agenda.

In their personal lives, Brassics are fiercely loyal, defining almost all relationships in a “inside/outside” set of concentric rings with clearly defined borders. Each person they meet is labeled, defined as to the relationship they hold to the Brassic, and changes in that status are clearly communicated, ie: “Greetings, friend Toric.”

A common saying among the lands of the Brassic Isles is “A fortified family is constructed through hard work and dedication.” Many families undertake building or improving their family’s sailing vessel as a practice of teamwork and commitment to the family. A frequent sight when traveling through these areas is young children learning their first craft skills alongside their adults. Many adolescents are quick to select a crafting skill and hone it prior to adulthood.

Due to the closeness of this “fortified” bond with families (in addition to limited space on the actual Isles) many generations live under one roof. Children are raised by many individuals within the households and do not usually have a select dedicated authority figure. Many families and children of the Isle refer to the members of their family using terms of respect or association prior to the familial connection. For example, a small toddler who is still developing their language may address their adult as “Happy One”. A sibling seeing their honorable older brother after a won fight would address them as “victorious brother”. This allows families to understand their relationships clearly among each other.

Clothing

The Brassic people aren’t known for their sense of fashion either. Much like food, their approach is for functionality. They traditionally wear a variety of tunics and cloaks. An ideal outfit is never complete without a well-made bag to store their many goods during their voyages out to sea and beyond. Covered shoes are a necessity unless the person is sea-bound.

People across the isles take pride in their origins regardless of how long their families have made the Brassic Isles their home. The typical colors seen throughout the isles range in shades of blues and greens. Some of the more predominant families and nobility use color to distinguish where they were born or currently live. Green tones indicate a person is from the mainland, blue is representative of Isleborn, and gray hues show you were born at sea. These although are accepted commonly, aren’t common practice with all families and can vary heavily.

Holidays


Carving the Glass Sea

During the wild months of the summer, the Brassic people participate in a large festival most popular among fishermen and sailors named Carving the Glass Sea. This festival unites the Brassic people and resides firmly in the culture as a way to honor their barbaric ancestors. Many of the main towns drink and celebrate the coming of the summer months. Although traditional fishing happens throughout the year, The Carving of the Glass Sea marks the start of the main fishing season. Brassic families spend the spring months reinforcing their ships for the voyage against the deadly water and creatures.

The seafaring Brassics who dare approach the task go out hunting one of the most elusive fish, the Jadwiga. These fish are one of the most agile and fluid swimmers found in the Glass Sea.They have been known to kill sailors in a matter of seconds. When attacking, the Jadwiga will extend its inner mouth appendage and attach itself to its prey. The sharp teeth from the appendage pierce the victim and excrete a viscus acid to liquify the solid flesh and organs. The Jadwiga then uses a filtering mechanism to inhale the liquid body, absorb the nutrients and quickly excretes the residual substances into the surrounding area. Their muscular bodies and disproportionate fins provide enough of a problem for the skills of the Brassics, but the lethality of the acid complicates this festival. They are highly revered due to their smooth taste and texture, but the true prize comes from the acid they excrete. When refined, the Jadwiga’s acid gland can create a large quantity of poison. The Brassics trade this with other nations or use it during wars.

Few Brassics return successful from their multiple day journey. The ones that do, become wildly wealthy or targeted for the Jadwiga’s acid. The Brassic’s who complete this monumental task often pass the jaw of the Jadwiga to their kin as an heirloom.

Ceremony of Resolve

As the adolescents become of adult age, many Brassic families carry out the rite of passage known as the Ceremony of Resolve. Brassic teenagers are taken out to the smallest isle, Syra, where they are given a variety of poisons and left for 3 days to survive on their own. They are allowed to take one weapon of their choice. Although the dosage of the poisons is lower, it still lowers the person’s overall health. This practice is justified as a way to build their fortitude and strength as they mature. When the person returns, they are celebrated among their close family and considered an adult by rite.

Battle of Contention

During the Brassic Civil War, the Great Jarl’s two children set the tradition of dueling to resolve conflict. The horrific event created a common culture among the people of the Isles that dueling solves disputes. Previously, both parties would attend a public area to have the duel witnessed. When the opponent killed the other, the dispute was considered resolved.

In the current age, the Brassics have taken a more underhanded approach to this dueling ritual. When a conflict arises, the contentious parties take it upon themselves to kill the other before they show up. The resourceful nature of Brassic people means the attempts to poison or pull someone into an alleyway are numerous and common before a duel has the chance to happen. It typically makes local news if a true duel breaks out.

There are frequently conflicts between positions of power due to the aggressive nature of the people who reside on the isles. However, frequently these conflicts are dismissed before they reach a point of dueling because it is infrequently worth the time of the person in the higher position of power.

Cuisine

Dining of the Brassic Isles is not one to be cherished for its complex flavors and tastes on the palette. The approach to cuisine is one of practicality and durability. Most foods are made from local ingredients found around or near the isles. Ascending from strengthened nomadic folk, the Brassics have had many years perfecting the process of preservation through curing and fermenting. Many foods that are exported from this region tend to be heavily salted and savory in nature.

Delicacies in the isles are rarely seen as such in other parts of Solum. One of the most common foods you see offered due to its abundance is fermented Corpsefish. Many visitors shudder upon hearing the name and its origins from the Sunken Demise (read more below). Its reputation precedes it. Locals utilize a three to six month fermentation process that causes a variation in prices across the Brassic Isles. Any local will tell you, “The longer the aging of the fish, the more strength it provides you.” However, it more so just removes the lingering overly fishy flavor to be replaced with that of the spices and brine.

Other foods that are traditionally seen on commoner tables in the Brassics Isles are cured meats and fish, dried fruits, preserves, and a variety of pickled vegetables. Jarls and nobility have a much more freshness in their dining experiences.The practice of eating with your hands is leftover from their nomadic roots, and even with silverware, is commonly practiced and accepted throughout the Brassic Isles, nobility or otherwise.

History


Antiquity

While the Brassic Isles were formally a settlement of whatever empires spanned the Unbound Sea during the Lost Years, it perhaps more appropriate to begin their history shortly after the Calamity. While thousands of northerners fled south as the Calamity's winters brought endless snows, the nomadic peoples of Vuntismil and the Brassics would remained steadfast. Of particular note is Haltivar the First, a woman of unknown origin who set her people's sails on the Brassic Isles - rocky pillars of islands that jutted from the ever-worsening seas. Despite their appearancen the isles themselves were saved from much of the Calamity's worst storms, capable of supporting significant life in the rooty vegetables that grew in its chilly soils. Haltivar began the first of two and half millenia of Sagas - brutal raiding of coastal settlements to offset the isle's limited resources.

Haltivar's death prior to the First Spring saw the dubious uniting of the Isles collapse for nearly two hundred and fifty years as the waters around the island nation began to settle and warm. Early conflicts with the Hjalmoric people emerging from their home in Strikeholme were exceptionally common, the Brassics believing the subterranean people to be encroaching on what was rightfully their "hunting grounds". A second unification in response to the unforeseen Elyran threat from the south saw the Isles led by five Jarls of the Brassic's largest islands. The Brassics, now united once again, began a devastating land invasion of modern Vuntismil, hoping to claim and bulwark the mainland from Elyran encroachments. While relationships with the unknown of Hjalmor fluctuated daily, the two nations briefly united to push back Elyran advancements into the region.

The repelling of Elyran advance saw the Brassics leap to counterattacks, striking the isle of Blencathyn in the dead of night and lead by Gorm Skarde. After quick success on Blencathyn, Skarde saw to the burning of the Elyran fleet in the Sliver, losing his life in the process but becoming one of the Brassic's most revered Sagas. The Sundering of Elyra saw the Brassics erupt in regional power, united by Audun Embal after returning to break a blockade of Westmere using stolen Elyran artifacts. Embal is widely attributed as the 'Last Great Jarl', instituting the annual Council of Jarls that oversees the nation to this day, as well as the creation of the Lawspeakers. His death saw his two children throw the nation into a brutal civil war, finally ending in their simultaneous deaths during a duel and the agreement of jarl onlookers that the isles could be ruled by no single mortal.

Early to Mid

The middle of Brassic history saw the expansion of Sagas further south. No longer solely raiding the nearby settlements of Vuntismil, accounts of Brassic sagas appeared as far south as Valune in Vedea and were frequent on the shores of Celenis and modern-day Edos. A joint venture between the city-states of Edos and Celenis saw the destruction of the Saga fleet off the coast of Gavin's Rest, and the Brassic's began a period of inner-development by turning its raids back to Vuntismil and neighboring Hjalmor. Attempts to invade Hjalmor saw little success, evenutally resulting in the Conciliation of the Low Stones, an agreement between the two nations that guaranteed both access to the riches of the northern mountain range. Civil revolts began sprouting over Vuntismil due to Brassic intensity and the War of Might and Right subsumed the countries into war for eight years. The ending of the war between Vuntismil and the Brassics ended with the creation of the Sixth Jarl of Vuntismil, allowing them a seat at the Council of Jarls.

Further ground-escalations occurred between the Brassics, Hjalmor and Edos city-states as Vuntismil becoming a vassal enabled the Brassics to begin more formalized ground-assaults. The final battle between Hjalmor and the Brassics took place in the War of the Pass, ending in the multi-year siege of Aeston breaking, and the two nations equally occupying the town. The continued assaults on Edos' city-states eventually caused the formation of Edos as a nation under Alderic Vecatus I. The First War of the Sliver occurred after Edos began an invasion of Vuntismil, eventually resulting in the loss of territories north of the Sliver to Frostford. The debt would eventually be repaid at the oneset of the Fifteen Years War, and the Brassics began a return to the brutal sagas of the southern nations. A final conflict between the two would occur some two hundred years ago with the Second War of the Sliver and the Brassic's easily batting away Edoic advances.

Settling Kratis

The discovery of Summum saw the world look east to the newly discovered continent, and the Brassics were no different. Edos began early settling of the region and due to Brassic sagas had implemented a privateering system for destroying Brassic ships. As a result the Brassics were unable to utilize the Great Stormseal, instead making dangerous journeys across the still unstable northern Glass Sea to settle Vuntismil. The settlement becomes a staple of the Brassic economy with the extraction of artifacts, lumber, and textiles, though the dangers of the seas made it near impossible to pass during the winter months.

Brassic expansion in the region was stopped early by equal-measure Edos expansions north to the Ayoric river and the settlements of Cartam and Thera. Relations between the two nations remained cool due to a marriage between Edoic royalty and a Brassic thane, though the two remained terse around drawing the borders of Summum.

The Edoic Civil War & The Crisis of the Seventh Jarl

The Edos Civil War saw the Brassics erupt in world power, quickly becoming a political and trade hegemon of both Solum and Summum as the formerly dangerous passage between Kratis and the Brassics became the only viable route due to Edoic naval conflicts. While the Brassics tried on three separate ccasions to expand Kratis' borders, they were repelled on all three occasions by Enian, Avalinian, and Theran forces still present in the region. The Brassics, realizing their inability to seize further lands on Summum began supporting neighboring nations to Kratis in order to maintain their control over the region.

The end of the Edos Civil War threatened a return to the status quo, with Callan Lugotorix quickly returning to Ordun to conquer newly independent lands. In 518, the Brassic Isles announced a government restructuring that had been unheard of since the vassalization of Vuntismil. Instead of Kratis existing as a satellite nation with landholdings owned privately by Brassic citizenry - a new Jarl would be named, one who would find her throne in the Hall of Jarls in Westmere and oversee the administration of Kratis. The Brassic Isles revealed to a stunned audience Corrin Vecatus IV and her two youngest children, Briggite and Leopold. Corrin would be the Seventh Jarl, and her children would both become Thanes of Kraytholm and Iceforge, respectively.

Corrin’s first act as the Seventh Jarl was to declare the Triumvirate of Edos unlawful, and that in absence of any other claimants to the throne - she and her children were the true heirs of Edos. She continued that as the true Queen of Edos the lands conquered by her ancestors in the Wars of the Sliver would be graciously returned to the Brassic Isles in repayment for her saving. The Brassics were quick to act, and a weakened and stretched thin Triumvirate too slow to respond. A sizable force of Brassic longboats sailed through the Sliver and quickly assaulted Wandermere before news of the Seventh Jarl could reach the capital. The Brassics successfully reclaimed the lands lost to them nearly 500 years prior. A brutal conflict would erupt in the Sliver once more, with Brassic and Edoic ships assaulting each other’s shores and for nine nights the Sliver appeared from Helecanth as though a thousand candles floated on the water.

The Brass Accords

Led by Volos Egnatius, a High Chambersman of Vedea and founder of the Unbound Trading Company, a written agreement was formed between the Brassic Isles, Edos, and other interested parties in keeping the peace. Primarily this document saw the revoking of Corin's claim to the throne and the secession of Wandermere to the Brassic Isles, as well as a five year ceasefire beginning with its signing in the Autumn of 518. The loss of Wandermere saw Lugotorix name Aerilon as his new capital and a violent return to Summum with the Fall of Irrigan in 522, ending the Ordun Campaign.

Territories


Each Island of the Isles, some inhabited and some not, has been given a name based on notable figures in Brassic History. The largest island is called Haltivar, which is where the main city of Westmere is found. The city of [Nameable City I] is located on the second largest island, Skarde. The other isles (decreasing in size) are Embal, Balfour, Muirne and Syra.

Landscape and Rivers

The Brassic Territories on the Solum continent are bordered by the Lowstone Mountain range and the Glass Sea.The mountain range is considered highly dangerous and nearly impassable without one of the few residing nomadic clans to help navigate it. Only the most experienced sailors can navigate the finicky nature of the Glass Sea year-round and is therefore limiting traveling capacity. The islands receive their moisture from the coastal winds and storms making it humid year round. Contained in the land holds of Vunstimil is the river known as the Sea’s Roots. During the original nomadic roots of the Brassic people, this river provided them with fresh water and food. In the past, they believed that it was the main reason for their connection to the sea and their superior sailing abilities. Currently, this river is used for transportation of minerals, metals, and other resources from the Lowstones to the Brassic Isles.

Climate

The Brassics are known for their brutal winters and powerful storms, the striking hammer on the anvil of the isles themselves forging its stoic and imdomitable people. Springs see the isles become significantly more accessible, and trade routes across the Glass and down Solum's eastern coast reopen to Brassic ships.

Nature and Wildlife

While the isles present little land-traversing creatures the waters off its coast are blooming with aquatic life. Of particular note is the Corpsefish and the Jadwiga. The corpsefish is a bloated, grotesque-looking fish typically found off the coast of its smallest isle, Syra, in a region known as the Sunken Demise. The fish are particularly well known for their decomposing of Brassic criminals sentenced to death for treason, murder, and other heinous crimes.

The Jadwiga are one of the most agile and fluid swimmers found in the Glass Sea. They have been known to kill sailors in a matter of seconds. When attacking, the Jadwiga will extend its inner mouth appendage and attach itself to its prey.The sharp teeth from the appendage pierce the victim and excrete a viscus acid to liquify the solid flesh and organs. The Jadwiga then uses a filtering mechanism to inhale the liquid body, absorb the nutrients and quickly excretes the residual substances into the surrounding area.

Their muscular bodies and disproportionate fins provide enough of a problem for the skills of the Brassics, but the lethality of the acid complicates this festival. They are highly revered due to their smooth taste and texture, but the true prize comes from the acid they excrete. When refined, the Jadwiga’s acid gland can create a large quantity of poison.

Major Cities


Westmere

On the Isle of Haltivar lies the largest city and estate than any of the other islands. Westmere is the central meeting place for the Council of Jarls, where they meet to discuss the regular business of the Isles. The Brassic School of Science and Alchemy (See guilds/organizations) in addition to the Shattered Trading Post making this island one of the more popular traveling destinations. Most resources and tools can be found when shopping through Westmere. Anything the heart could desire is within reach if you dig into your pockets and pay enough money to acquire it. This trading post is frequented by the Traders of the Gilded Mast as a stopping point before continuing their routes.

Fort Meadowview

To show the might and fortitude of the Brassic Isles, Fort Meadowview was built as more than just a scenic overlook for the meadows of Vunstimil. The recent surrounding city offers weary respite to the sea travelers of the Glass Sea and stands as a showcase of the historic people's strong will during the warring political powers of Solum. Fort Meadowview was historically made for the Jarls of Brassic to take refuge during the threat of war. For a short time, it housed the exiled Royal Court of Edos.

The stronghold of Fort Meadowview’s walls are crafted of thick, roughly chipped stones creating mounting spires. Legends from the region say that the foundation of the structure was originally placed by Giants long before the final building was constructed. As the Giants carried the massive foundation blocks, their monstrous footsteps pressed down the earth creating the meadow below. The breaking ocean waves have salt-crusted the eastern part of the stones giving the masonry a more menacing and jagged texture.

Although the rumor of Meadowview’s stronghold fortified construction appeals to the nomads and travelers in the region, the seekers of eccentric goods find their intrigue in the walls of the building. There are known collections of unique animal artifacts that have accumulated in the fort over the ages. Word of mouth has spread in more recent years that the fort holds a collection of relics, including those to Kemis and Nastil. These crafted items range from detailed, leather bracers, still proudly displaying the blood stains of agreement, to a whale bone-inlaid shield that carries the story of a fallen harpooner’s last battle.

The city surrounding the standing stronghold is filled with more chaos than order. The taverns and markets are closely surveyed by armed locals selling wares and goods. More often than not, there are screams and yells of thievery and debauchery from unsavory folk. The recent uptick in nomadic culture has created a boom in Fort Meadowview’s city with the response from locals being to carry larger weapons.

Military


Required Military Service

The cornerstone of Brassic military strength is the commitment of all Brassic born citizens to complete at least 4 years of military service to their Jarl. This ensures that the Brassic military always has a constant supply of fresh bodies and that all citizens in the Brassic Isles receive at the least, basic military training. Many invading forces and raiders have been caught off-guard by the preparation and skill of Brassic workers and farmers.

Family Captains

If a family in the Brassic Isles has enough money, they maintain a ship and families will often use the opportunity to work on their ships as a form of strengthening familial bonds and teaching young members of the family new skills. Most families do not maintain ships built for war, but if a family is powerful or wealthy enough their ship becomes a central point of familial pride and legacy. The heads of families who possess ships able to be used in war will be contracted by their Jarls. They are given payment and low-ranking officer positions during times of conflict and war to support the Isles military. While their families are not obligated to supply the Jarls with their ships, it is a great honor to be contracted by a Jarl and almost never refused.

Brassic Naval Academy

The first school of naval technology and tactics was established during Audun Embal’s reign over 1000 years ago. The current Brassic Naval Officer Academy is a much different institution, having programs for Officers, Navigators and Shipwrights. It is a well respected institution and highly selective in it’s recruitment efforts. Graduates enjoy the fast-track to high ranking Officer positions aboard Brassic ships and in the Brassic military.

Laws


Service and Steel

Created during the establishment of the Council of Jarls. Visitors to the Great Longhouses of Jarls must relinquish weaponry and armor to enter the inside of the estate.

Law of Threes

When an individual has committed the same minor crime (theft, lottering, etc.) multiple times, the punishment is their pinky finger being cut off at the first knuckle.

Law of the Leader

This law defines the Head of the Household. The Head of the Household, as defined according to each individual family, has the right to make decisions for others in their household when they are incapacitated or injured to the point where decision making is hindered. This law was put in place during the early years of Brassic law to give families the power to choose what happened to their kin if injury occurs during war.

The Law of Contention

When two Brassic individuals find themselves in a dispute, the law supports both Brassics in eliciting a Battle of Contention. The nation of the Brassic Isles will not interfere with a Battle of Contention. The rights of the Brassic individuals are protected and cannot be punished by the nation under this law.

Buoy Tax

Whenever a boat larger than a fishing vessel is purchased, the buyer is required to pay a harbor upkeep tax to the nation of the Brassic Isles at 5% of the boat's total cost. This encourages Brassic families to build their ships as a way of avoiding this tax.

Stave Off Starvation

Brassics households are required to donate a small amount of preserved food (relative to family size and income) to their subsequent Jarl. This food is then given to families who do not meet the income threshold and would be considered “at risk” during the colder months of the year.

Punishment

The Brassic Corpsefish

The Brassic sea culture to an area off the isles known as the Sunken Demise. This region lies between the coast of Fort Meadowview and the smallest island, Syra. This is a foundational element to many parts of the Brassic belief systems. It is unable to be reached unless venturing into Brassic territory and holds the cold bodies (or what is left of them) of many of the foulest traitors, felons, and wrong-doing delinquents that have ever breached the shores of the isles.

Upon receiving a sunken sentencing from the quick-tempered justice system, the criminals are set upon a voyage out to the Glass Sea. Bound and gagged, the convict hangs off the side of the ship and begins the journey chilled to the bone by the sea's icy touch. Upon their arrival to the Sunken Demise, the convict is hoisted back on deck to the attached to the Grounding Chain. This chain is said to indicate a direct connection to The Crowned Executioner.

As the convict is bound by metal chains, made from metals from the isles, they are read a passage from the religious tomes of The Crowned Executioner stating their wrong doing and offering their spirit sacrifice as penance. Grounding them to one of the nearby sea stacks, they are left for a day's time. Brassic’s believe that this time is used to weaken the body allowing The Crowned Executioner to access the spirit’s strength to sustain them. The crew returns to the person and once more brings them on deck. With the same chain, they hammer to an anchor bearing the symbol of a crown (with various weapons adorning it) and are quickly hoisted into the chilling grasp of the ocean.

Brassic people see this punishment as a necessity to not only connect with this patron, but as a way to show their devotion. When the convict dies, their belief is their eternal punishment is reincarnation as a corpsefish. These mutated, grotesque-looking fish gather around the water-diluted bodies and graze on them as the bodies decompose, thus where they have acquired their name. People of the Isles fish the Sunken Demise regularly as a form of extended service to The Crowned Executioner and the Brassic Isles punishment system. The convict was continually consumed by the locals, and reincarnated yet again, to continue to sustain the population of the Brassic Isles as punishment for their digressions.

Trade & Transport

Guilds and Organizations

Soldiers of Fortune

A wide-reaching and well known mercenary company based in the Brassic Isles. The Soldiers of Fortune have an iron-clad reputation for finishing any job they take on and are often willing to take on any job if the price is high enough. The Soldiers of Fortune will make use of every resource available to them, not shy about the use of alchemy or magic. They often recruit talented soldiers and low-ranking officers when their service to their Jarls is complete.

Brassic Trade League

This merchant guild of the Brassic Territories is the premier group for experienced traders and merchants. Many starry-eyed cargo handlers aspire to gain the elusive title of having a Gilded Mast. In order to join this group, they require well documented exports and ship-logs in addition to records of income for three years prior to application. Only a select few ships and their captains are selected to be awarded the privilege of being in this guild. Since the name precedes itself across the Isles, anyone with said title and membership, is often welcome with open arms and quickly finds themselves being persuaded by craftsmen to sell their goods.

Wave Whisperers

The Glass Sea has always been and will always be the foundation upon which Brassic culture has been built. It is no surprise then that it has also shaped one of the primary ways they interact with magic and the mystical abilities found throughout the Isles. The Wave Whisperers have temples on the coasts of each of the Isles. More an organization of like-minded magic-users than a rigid institution, the Wave Whisperers will induct any who devote their magic to the ways of water, but they are most famous for the seers and oracles they harbor who read prophecies of the future from the waves and currents of the waters surrounding the Brassic Isles. Long have the Wave Whisperers been relied on by many Jarls and Lawspeakers in need of information. The Wave Whisperers originate from a Brassic sect of The Followers of The Well which developed from a focus on magic and destiny rather than the strict tenants of the religion.

PIKE

(Public Interaction of Kindness and Equity) - “Might makes right, so lets be mighty together” The premier charitable and social justice organization in the Brassic Empire. This organization is connected closely to the followers of The Sentinel religion and frequently provides necessities to families in need around the Isles. They are based out of Westmere on the Isle of Haltivar.

Brassic School of Science and Alchemy

The Brassic Isles are home to some of the deadliest poisons known to alchemists on either continent. Knowledge of how to avoid and exploit these poisons has long fueled the industry of Alchemists in the Brassic Isles. From this thriving industry came the Brassic School of Science and Alchemy, an institution on the Isle of Haltivar that trains some of the finest alchemists on the continent and provides the Brassic military with dangerous and unorthodox weapons.

Nation Info
Official Name: The Brassic Isles
Capital: Westmere
Population: ~165,000
Government: Plutocratic Hegemon
Leader:
Leader Title: Jarl
Demonym: Brassic
Major Exports:
  • Gold
  • Silver
  • Pearls

Military
  • 15,000 Combatants
  • Warships: 50 Longships

Breed Distribution

Religion Distribution
Do not go gentle into that good night...
"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."

Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.

Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.

Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.

Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.

And you, my father, there on the sad height,
Curse, bless, me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.

~ Dylan Thomas

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