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====Krevech Islands==== People: Much like the humans of the Illician Isles, the humans of the Krevech belong to a now largely forgotten northern branch of the Nantic peoples. Some say they descend from a colony of one of the predecessors of the Nantic Empire, while others believe they arrived on this world separately, but were partially absorbed into the Nantic culture in ancient times. The Krevech Islands are also home to some elves and half-elves (close cousins to those found on the Lapus continent), a few gnomes, as well as an odd assortment of cold tolerant fey. Religion: The Krevech faith has similarities with versions of the Nantic Pantheon found in Belkan, Skyr-nada, and Illician Isles. It includes Gala (fertility, magic, nature, femininity), Ace (storms, thunder, warfare), Shogor (oceans, fish, mysteries, forbidden knowledge), Neir (forests, agriculture, homesteads), Liik (ravens, respect for the dead), and Gayin (smiths, artistry, mining, gift giving). A powerful fey spirit known as "Old Winter" is popular with some fey and power obsessed humans. Magic: Magic users are fairly rare in the Krevech Islands, but those that do exist generally learn magic they feel is relevant to a particular god, rather than structuring their magic around a scholarly understanding of metaphysical principles. Therefore followers of Ace use magic associated with the wind, lightning, and thunder, followers of Gala and Neir can calm animals and boast the fertility of the soil, followers of Shogor can breath underwater and calm waves, followers of Gayin can changes the properties of a material, followers of Old Winter can cast ice magic, etc. Military: The Krevech Islands don't have the population to be a military power, but have a decent enough track record for defending themselves that few bother them aside from the occasional slave raid from Dright, or harassment by inhabitants of the Darhun Coast. Professional soldiers use firearms purchased from various Nantic nations, but the militias that do most of the fighting against surprise raids mostly rely on swords, axes, hunting bows and crossbows. Magic users who follow Ace or Old Winter are popular with militias and soldiers due to their potent offensive magic. History: The Krevech Islands have been inhabited for ages, but they are frequently overlooked in history books. Ruins of several different ancient cultures can be found on the island, and some histories speak of fearsome sea raiders inhabiting the islands, but the dominant Krevechian culture has remained relatively the same since the time of the early Nantic Empire. Historically each town and large village has been fairly independent, but in recent times, the eccentric half-elf witch Krisgwyn Froosdottir has united all the communities under her rule. Although many question her worship of Old Winter, and are alarmed by rumors of her private sadistic tendencies, in public she is charming and charismatic, and has much support from nationalists and those who want to modernize the islands. Her seat of power, the breathtaking Crystal Palace (the former stronghold of an ancient fey warlord) has become a hub for diplomats and merchants interested in being on good terms with this potential new regional player. Economy: The Krevech Islands are a desolate region of hardy pine forests and cold plains. However, the living standards aren't that much below average for Nantic cultures. High quality furs, woodwork, rare meats and cheeses, and carved bones are exported in return for guns, textiles, and other manufactured goods. Major trading partners include Belkan, Harlbourg, Mousterians, the Lapus Elves, Alkor, Utopia, and sometimes Dright and the Union, but only grudgingly. Common folk live in close-knit communities that usually specialize in one industry like reindeer or cattle ranching, fishing, whaling, mining, or forestry. The gnomes tend to live in separate villages that specialize in crafting and manufacturing.
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