Chevalin Wanderlust
The Exile Herd
Stubborn, Sincere, Earthly, Survivors.
Exiles are horses who love their herd and are willing to do anything to protect it. The Exiles are the most democratic of all the herds, and enjoy a fierce sense of belonging and freedom. This herd took its ill conceived name and turned it into one of pride, and one of honor.
Founded on year 50 ( Chevalin time starts with the founding of the Olde herd)
Herd History
The Exile horses’ history runs in line with their herd name, as these horses were not always a herd apart from the Olde or the Bachelors, rather their story begins with the Great Compromiser, and the creation of the herd he lead: the Olde herd.
The laws laid down by the Great Compromiser were ones of peace and prosperity, meant to unite all horses of Chevalin. For many years, the mortal horses lived in peace under his rule, happily resigned to following the god-like unicorns. Yet where there is peace, there is also defiance as some horses were not so easily moved by such visions of good. For those that challenged the peace with evil deeds, the Great Compromiser dealt a quick justice but hoped to revive the light he saw deep within them. Most were sent to repent at the praying pool to cleanse themselves of their sins.
Trouble came particularly in the form of a young stallion named Arryn. Both a prankster and a liar, Arryn was well known for disturbing the peace of the herd. Many a time, the Great Compromiser detained him sending him to the praying pool and many times the young stallion escaped his punishments. Yet the great unicorn looked for only the best in his subjects and granted Arryn forgiveness. However, a darkness brewed in the stallions heart as his crimes became more and more spiteful. For Arryn coveted power, power such as that held by the Great Unicorn. He saw his chance at greatness in the treasure the Great Compromiser loved so deeply (a stone of a thousand colors), and at his first chance he stole it.
Enraged, the Great Compromiser and his followers hunted down the stallion but by the time they found him, the stone was gone. At this revelation, the once kind and gentle leader turned cold with anger and banished Arryn and all those who had committed a past crime from the herd; condemned to lived on the Southernmost island of Chevalin. To ensure these criminals would not escape, the Great Compromiser used all his magic to lower the land bridges that connected the main lands to each other sealing the criminals fate.
It is thought the the Great Compromiser expected the criminals to perish in the wild and unknown land he had banished them to; and many, in fact, did. Chaos reigned in those with the darkest hearts and fighting was a daily occurrence. But violence was not the nature of all who were banished from the once peaceful life, as a few managed to settle among the fighting to create the next generation.
Despite all odds, the criminals managed to survive. Among the newest generation was a mare named Dessary, granddaughter of Arryn the Thief. All around her she saw the hate that plagued the horses of the Southern Isle and was disturbed by the bloodshed. Her kind and noble heart would not allow her to stand idly by and let chaos rule. Courageously she called out to the Great Compromiser, asking for freedom from the ravaged land and pardon from their ancestors sins. Yet the Great Unicorn still bor hate for the mishaps of the criminals and denied their children passage saying their blood was “tainted by evil”. Infuriated, Dessary abandoned the coastline, vowing to return the land to her brothers and lead them from banishment. Using her great abilities in leadership, Dessary called the horses together; uniting them as a stronghold against those that still wished to do harm. Together, these horses formed the Exile herd and peace was soon brought to the Island.
For many generations, peace reigned and the Exile herd grew strong. The once feared and unknown island flourished with life and abundance near equal to that of the north. It was during the time of Donna and Locke, leaders chosen by the herd for their chivalry and courage, that the downfall of the Exiles began. On a stormy summer night, the lightning struck hard the forest setting it ablaze. The fires spread quickly across the island, killing all in its path and depleting the last of the resources. For six months the fires burned, turning the soil to ash and poisoning the air. Now it is up to the young leaders, Cael and Kanu, to save their struggling herd from extinction.
Important Historical and NPC characters
(Hover your mouse over the gallery to read up on the selected character)
![]() Arryn the ThiefKnown to be the horse that set the spark that would grow into the Exile herd, Arryn was the first horse to be banished from the Olde herd to the southernmost isle. The first notable criminal of chevalin, set of the Great Compromiser by stealing his most precious item. He caused the infamous “Judgement Day”, the day the Great Compromiser judged all the horses to be criminal off his territory and on to the southern Isle. It is is said the whereabouts of the item are still unknown to this day. | ![]() Donna the BraveCaptain directly before Kanu, was lost in the flames of the Great Fires after going to search for the missing leader at the time, Locke. She is known for her bravery and her loyalty to her herd. This mare was also well known for her telekinetic ability to make small jewelry and armor. Donna would often encourage the guards below her to learn her skills. | ![]() Dessary the CouragousThe Granddaughter of the well known and hated Arryn: Dessary was a strong and noble mare who brought together the offspring of the criminals to create a safe stronghold that would later become known as the Exile Herd. |
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Ranks of The Exiles
Below is a list of ranks available to members of the Exile Herd. Please note that the following ranks are not open to new members: Leader, Captain and High Guard. Guard ranks should go to members who believe they will be very active within the group. If you believe you wont have a lot of time for CW, it is best to go for a Scout or Equerry rank. Read carefully, and make sure to choose the rank you truely want <3
Note: If you have not read the tier section of how to join - ingore the "privilages" area, or you may confuse yourself!
Leader
"The leader of the herd is elected by the members of the herd. The rank is open to both males and females, and is highly regarded by the rest of the herd members. Similiar to a president, the leader will often hold meetings to dicuss issues with the herd, and hold them up to a vote."
Leader Privileges:
0 tier | Achieve their gift early, and for free as a symbol of their power as leaders.
25 Tier | +1 to stamina, speed, stregnth and tactics.
50 tier | Can obtain a level 2 compainion early for half the Witch Glass
75 tier | Acess to carnivorous companions in the shop early, also is immediately upgraded to stage 2 of their gift if they haven't reached it yet.
100 tier | Second life ability, can come back from the dead once
Guard
"The guards of the herd are not, despite populat belief, a standing army. Rather, they are a dafensive group that will watch over the herd while it grazes or travels. They work under the command of the Captain and High Guard."
Guard Privileges:
25 Tier | +2 strength.
50 tier | Earn incresed knowledge of nature and predators of all the isles.
75 tier | Granted absolute knowledge of world-wide predators and a +2 strength bonus.
100 tier | Can own a level 2 companion early or are gifted a level 1 mongoose..
Scout
"Scouts are generally the hull of the Exile herd. They are given their title due to what the whole of the herd usually does - scout for grazing land, shelter and water. While generally allowed to live at their own leisure, it is not unusual for the leader to send them out on tasts and quests."
Scout Privileges:
25 Tier | +2 speed.
50 tier | Receive training in mental maapping and are now able to easily remember paths they have previously taken.
75 tier | +3 stamina and a higher chance of finding items and resources.
100 tier | Can own a level 2 companion early or are gifted a level 1 ferret.
Captain
"Second in command to the Leader, the captain is elected in the same manner. He acts like a vice president to the leader, and is also generally in charge of war matters."
Captain Privileges:
25 Tier | +1 stamina, strength & tactics.
50 tier | May receive gift early.
75 tier | Able to own level 2 companions early, or gifted a level 1 hare or rabbit.
100 tier | Access to level 3 herbivore companions early, also is immediately upgraded to stage 2 of their gift if they haven't reached it yet.
HIgh Guards
"Directly under the Captain, the high guard is awarded to two outstanding guard members. They take direct orders from the Leader and the Captain to relay to the rest of the guard. In this way, they are the voice of the guard and advisors to the Leader and Captain."
High Guard Privileges:
25 Tier | +3 strength and +2 tactics.
50 tier | Granted absolute knowledge of nature and predators of all the isles. +1 stamina.
75 tier | May be granted more say in Objectives or given important rolls. (Note the group when you reach this rank.)
100 tier | Can own a level 2 companion early or are gifted a level 1 meercat.
Equerry
"Any horse between the ages of 13 and 18 may choose to become an Equerry. Within this, they may choose to train as a guard. At the end, only the best of the best will become guards, while the rest will live their lives out as scouts, unless otherwise proven worthy."
Equerry Privileges:
25 Tier | +2 stamina.
50 tier | Assigned a mentor and can access mentor related checkpoints.
75 tier | Can choose to become a scout and reset your rank tier points to 50 OR begins to specialize in one of the five tier skills as a guard. +3 points in that area. All characters may now be boosted to 16 years of age if not already there.
100 tier | Once this tier is reached, your character may become a guard! Reset their rank tier to 50 and increse their age to 18. (Note the group at this point)
Exile Herd Customs and Traditions
Despite the herd's general disbelief in the religion of Olde, the Exiles do still celebrate holidays and customs borne of their herd's past trials and struggles to find it's place in the land. Most of these customs are closely tied with the herd's history, many founded by past leaders and heros.
New Life Celebration (Custom): Foals are cherished and celebrated amongst the Exile Herd, and when a foal is born, that night is to be filled with laughter, dancing and joy. The foal shall be treasured and the mother is to be lavished with grooming and gifts.
Wedding Celebrations (Custom): Weddings among the Exiles take place over three days, each day holding specific events. On the first day, it is customary for the two to be seperated. The mare will spend the day with the other mares of the herd in any way she chooses to prepare her for the lavish day ahead. Similarly, the stallion will separate himself to go in search of gifts for his bride. If two horses are of the same sex, they may choose whom they wish to spend the day with and how it is done. The second day is the wedding itself. The two wishing to be united are brought together at sunrise and presented with their henna and pearls. The day is spent celebrating with song, dance, games, and storytelling. The leader will make an official declaration of their marriage at sunset, and once the moon is high, the two are left alone. On the third day, the couple is left in peace, allowed to spend the entire day at leasure. Generally, the herd will acknowledge this with silence, only to resume celebrations when the couple returns home that evening by sunset.
Dessary Day (Holdiay): On this day, the Exiles celebrate its founding and freedom from the tyranny of the Great Compromiser. As the sun rises, the herd will make it's way to the shore at the site of the unrisen landbridge. There, they will begin throwing rocks into the seas to demonstrate their dislike for the way Dessary was unfairly treated by the Great Compromiser and denied entry to Olde. This symblolized their herd's choice to make their own path. The rest of the day is spent in celebration with games, dancing and singing. When the sun begins it's decent, the Elders creap from their dens to tell the stories of their ancestors, weaving together the family tree of their herd. The night is finished when the current leader comes forth to give a speech to remind their herd of their unique individuality.
First Light Festival (Holiday): This festival is generally held on the spring solstice as the herd celebrates the first warmth of spring. Scout are sent out days in advance to find the largest, fullest meadow on the island. The herd will then travel to this location the day before in anticipation of the festivities to come. As the first light rises, the horses will begin to tend to the land with the utmost care, sweeping away any remaining snow from the blossoming flowers and trees. The rest of the day is spent 'farming' the land, the herd taking care to water and tend to the needs of their environment. This holiday is concluded with the entire herd performing their sacred rain dance in celebration of the new life. Foals are also celebrated on this day, and it is not uncommon for them to be presented with small gifts from their herdmates.
The Exile Code
Since the time Dessary pulled together the exiles to bring peace to the land of the forsaken, there has been a code. This was created the day the horses of the southern isle banded together to form their resilient and well known herd of misfits, and to break one could be a punishable act.
**** 1. A horse who would slay his own kin is considered soulless and shall be removed from the herd immediately. The loss of any life is a grievance to the exile herd.
** 2. "Brothers are greater than blood." Your herd comes first no matter what. It does not matter whose blood you were born of.
**** 3. The leader is chosen by way of vote. Together the herd must decide its hero.
4. Those that question the leader's motives have the right to voice their opinion. Challenges to decisions or leadership are brought before the herd where each voice their opinion. If the dispute can not be decided peacefully, it is given to the herd members to make a final decision.
*** 5. Foals, carrying mares and the elders' needs are put before all else. Those that act selfishly against this law are fed last. Those that continue to break this law are banished.
** 6. The herd must not stay in one place longer than a fortnight. Together we must nurture this land we were blessed with.
**** 7. During summer drought, when water is scarce, no horse is allowed to set hoof in water. Let you mouth be the only thing to touch this sacret element.
* 8. Mares are protected under herd law from questions regarding a foal's bloodline and origin.
*** 9. No horse is to set hoof on a landbridge. This is for your own protection as the land outside of your own is not worth the time of an Exile.