Sealord Islands

Possible similar culture to https://en.wikipedia.org/wiki/Culture_of_Thailand#Funerals

the root of https://en.wikipedia.org/wiki/Hoodoo_(folk_magic)

believe in https://en.wikipedia.org/wiki/Animism#Science_and_animism

centre of their county is a https://en.wikipedia.org/wiki/Axis_mundi the rock formation.

what entering the underwater paths would look like http://earthporm.com/wp-content/uploads/2014/05/Cleopatras-underwater-palace-Egypt-..jpg

What much of the villages look like along the coast https://www.google.com/search?q=homes+built+above+the+water&rlz=1C1GGRV_enCA751CA751&source=lnms&tbm=isch&sa=X&ved=0ahUKEwii9POyhp3jAhWBVs0KHbUrDXIQ_AUIECgB&biw=1920&bih=969#imgrc=SgbZuNZUKJNseM:

https://www.youtube.com/watch?v=Tm2_DP3Qdaw music for ideas

subject of viking pillages. And so most of the inner workings lies beneath the surface below the ground, below the farms.

-not part of the empire, and small, but navally strong.

-turtle-ship style ships that submurge to ambush and enter caves and exit this way (they have extendable sections that slope the front of the ship, with the help of weights and paddles to submurge the ship several feet below the surface. which they use to go to their underground waters. however the surface and the enterences are vunerable

-the self proclaimed lords of the waters

-the self proclaimed guardians of the waters

-surrounded my a mist that never seems to leave making it hard to see ships in the distance, so the turtle ships can

Animism

everything has a spirit

everything revolves around life

Greater to lesser

-the Egregore (air)

the lowest spirits that act as one (the force also)

(The collective, is very active, permeating all beings and is very wise and 	knowledgeable, you can tap into it to help you, at the cost of hinderance later to 	achieve balance) (force dice)

where voodoo comes from.

-the bringers of life

-the sun

-the waters, rivers/lakes

-the heavens

-Forces of nature

-the individual islands

-natural disasters

-anomalies

-eg. Aurora Borealis.

-Creatures

-largest to smallest

-plants

-non-moving entities.

-free tiny spirits not bound to the collective.

religion/magic

Old religion: Magic via spirits entering you

-Barbarian: The Anger comes from an angry spirit, of those spurned in life or animals 	killed before their time etc.

-Druid: Personifying the old religion, giving into the animal spirits within you, seen as 	less connected to the world, as nature controls them (not seen badly, but outcasts)

-Monk: channeling the spirits of past wise men, and feeling the flow of the spirit 	world, knowing where the enemy will strike  before they do.

-Sorcerer: the personification of a powerful spirit, taking over a body to cast spells 	through it (looked upon with great favour)

Orthedox religion: Magic being gifted to you by a powerful being, the spirits aren't angry because you're not the cause, just a symptom.

-Cleric: healing powers given by nature or spirits of long dead healers, or time itself, 	healing all wounds eventually.

-paladin: powers given by past warriors, to defend the living.

-Ranger: spirits reacting to the mighty hunter watching their journey and assisting

-Warlock: Most common caster, most citizens are level 1 warlocks, having made deals 	with various spirits among their world, (most don't know damaging spells though.)

Shunned magic: Magic on the users own volition: (bending the spirits to your will, makes them angry)

-Bard Using music to enchant the spirits to work for you against their will.

-eldritch knights: Intelligence caster means you learned how to bend the spirits to 	your will

-arcane trickster: killing living things via knowledge casting, the lowest of the low.

-wizard: lowest, second only to the arcane trickster, having made the pursuit of spirit 	bending their soul endevour.

-Thralls--

Barbarian=tempest

Druid= Sage

Monk= Mystic

Sorcerer= Oracle

--Touched--

Cleric= Medicine Man

Paladin= Guardian

Ranger=Sage

Warlock= Magus

--Envokers--

Bard= Enchanter

Arcane Knight=Theurgist

Arcane trickster= Occultist

Wizard= Magician