Nations of the Seren Seas


The nations of this area are bathed in equitorial heat. The northenmost are of tropical climate, but most are sub-tropical. The prevailing winds run NW to SE. The list below is only for nations that will probably be involved in the adventure.

Nation list: (from N to S then W and E)
 
On the Nelan Continent
Hooniscali
Navoo
Swao
Heriba
Soix
Huicos
Cheroke
Cooscatilan
Seren Islands
Letleana
Selen
Seren
Towi
Skelem
Sensen
Pirate Island
On the Wolfan Continent
Nenna
Zoona
Moosikala
Lumitna
Erkam
Homal

Nelan Continent

Hooniscali (Who-nes-'cal-ee)
This is a low lying, hot, wet place. It is mostly covered by tropical jungles and rain forest areas inhabited by canibals. The costal areas are controled by the King, but he has no influence on any tribes deeper than a mile or so into the jungle. Although there is a "king" who clames to rule this nation, it is really a loose confederation of tribes that send a representative to the king when they have a problem that is beyond the power of the tribe to resolve.

Navoo (Nah-'Voo)
This nation is dominated by the great Ice Mounain range that occupies the center of the nation. The king maintains a road that runs W to E and has a "right of way" that continues to the W. coast of Nelan through the Ingos/Hooniscali border. This king is strong and fair and has no ambitions other than to ensure the best life for his people. To achieve this aim, he is willing to sacrafice the well being of the population for a time. However, even with a general mobilization, he can not raise a navy or support a standing army sufficient to ward off the pirate attacks.

Swao (Sa-'wa-oh)
This is a swampy nation with miles of beautiful coastline and shares the best bay in the world with Navoo and Hooniscali. They are planing a war against Navoo to take over their bay coastline. They are using the pirates as a dodge to explain their military escallation. The king of Swao is devious and mendatious. He is adept at using subtrafuge and blackmail to maintain his power.

Heriba ('Her-be-ah)
This nation sports a gigantic lake from which tons of fish are harvested. The rich merchants of this area are heavily taxed by their King to support a large force of mercenaries from Soix.

Soix (So-'eeks)
This nation is land locked and owes its existance to the extreamly rocky land it occupies. It's neighbors do not want anything Soix has to offer at present. It's mercinaries are well known for their savageness in battle and their ruthlessness in occupation. This is run by the head of their military who oversees all mercinary operations as well as commandering a large standing army from which the mercinary forces are mustered.

Huicos ('We-Kos)
This is one of the contenders for the most powerful nation in the Seren Sea area. It has a long coast line, but it has few ports. The interior hosts a high, long range of mountains that run N to S. These people use a Republican system of government and in many ways is the most advanced country around. However, the government has been suborned by pirates who have joined with the local theives union to form a strong "syndicate" or crime organization. The goal of this group (becides profit) is to prevent forceful encounters with the pirate forces.

Cheroke (Chair-'oh-Kee)
This nation is mostly a mixture of planes and low hills. The people here are mostly hunter/farmer types and the government is de-centralized. There is no leader over the tribal heads, but the tribes will join together to fight anyone attempting to grab their land. They are excellent gurilla fighters and although they never use poison on each other, they willingly do so when fighting outsiders. They are well practiced in cavelry actions and stage "coup" battles with each other as sport and a way of testing their young fighters.

Cooscatilan (Coo-'scat-ih-lan)
This a collection of nation states that are constanly intregueing for the throne. Almost no governing is ever done except for protecting it's nationhood which the people of this nation do well. The pirates have infiltrated this power structure by blackmail and decept. A pirate prince has been successfully maskarading as a nobleman for 12 years and has prevented the nation from entering the fight against the pirates despite the citizens outcrying.
 

Seren Isles

Letleana (let-lee-'ahn-ah)
This is a garden island that is rich with resources, but "infested with natives" who are the best gurilla fighters around. They flee before any attackers abandoning everything except their most valuable possessions. Forest hideaways have been prepared which allow them to remain hidden while emerging to wreak havoc on any occupiers.

Selen (Sell-'en)
This country is run by a king who is elected by the tribes of the island. They have a happy life and get on with the pirates by welcoming them for trade of wine and food without having much to offer in the way of treasure that the pirates know of.

Seren (Sear-'en)
Seren is the "Big Brouther" of Selen and is organized along the same lines. Selen and Seren rejoice in competitions between them and these occasionally heated and have resulted in a few wars. These wars are about counting coups and not counting bodies.

Towi
This small island is home to the farie races. But instead of their character being european, they are polonesian in nature. They have no government and don't trade with anyone on their own island. They may occasionally be seen on Skelem when the do trade.

Skelem (Skel-'em)
This small island is almost completely desert except for the NW tip where a small but beautiful tribe live as fisherpeople.

Sensen (sehn-sehn)
This island is similar to Seren, but has been heavily influenced by their longtime occupation by Homal.

Pirate Island (Tookya Island)
This tiny island is home to the most well organized pirate band in history. They have turned the island into a fortress and from here they spread their death and destruction to all the costal kindoms of the area.
 

Woflan Continent

Nenna (Neh-'na)
This tiny nation exists only due to the efforts of the mages of the place who use their power to remain independant of Zoona who is very desirous of this countries coastline. This is a Mageocracy ruled by the Panel of Judgement which requires members to possess specific magical abilities and to take a test verifying these abilities.

Zoona (zoo-na)
This nation has pretensions far beyond its means and power. The king is very ambitious and is willing to sacrafice his people and their well being to expand his kindom. Unfortunatly, he is a bumbler and egotist who surrounds himself with yes men. This state is an hereditary oligarchy that has held power for 220 years withing the same family. The continuation of this rule beyond the present king is open to question.

Moosikala (moo-sic-'kal-ah)
Moosikala is a rich, prosperous nation who chaffs under the fearsome power the pirates exersize on the coast. Ruled as a plutocracy, the High Council is unable to take action against the pirates as they can not raise the money to outfit ships to oppose them. The pirates are careful to loot slightly less in a year than it would take to maintain a standing navy.

Lumitna (loo-'mit-nah)
Although the humans who live along the coast have joined with the Elves of the interior mountains, it is an uneasy peace. The joint tri-umverate that rules does little and talks much. Despite this ineffectual arrangement, the nation as a hole is happy and prosperous as the humans and elves get along well enough and trade freely between them. The humans are ruled by a King, but the Elves are ruled by a republician system of tribal leaders elected to represent the entire tribe at the twice yearly Meeting of the Elders.

Erkam ('erk-am)
This small nation is dominated by religion and is a theocracy. Their rules are strict and the most common punnishment is bannishment. This is like an old puritan colony with its witch trials and persicutions of other religions.

Homal (ho-'mal)
This is the coldest of all the nations of the Seren Sea and takes the prevailing winds head on. It is ravenged by tornados and monsoons and is home to a strong group of migratory tribes who move inland in the winter and return to the coast after the spring tornados have gone. The military rules here and conditions of life for those not in power here are pathetic. Manditory armed service for all males from 20 to 25 and trial by military courts ensures the power will continue to rest in the General of the army.
 
 

Government Types

Anarchy: This is basically a lack of government. It is marked by an absence of laws and an obvious state of disorder marked by violence, unrest, and assorted attempts to exert control. The wealthy or the physically powerful (or a coalition of both types of people) usually have the most influence in this type of community, but they aren™t leaders in the true sense of the word because the community at large doesn™t recognize them as such. Anarchy can develop when a coup against the former government is successful, but the overthrowing forces cannot come into power. Chaos takes hold. Or a monarch could die without an heir, leaving the town to govern itself. The residents, unable to determine a form of government, decide on no government.
Example: A small town is in a state of anarchy because the populace overthrew a tyrannical leader. The populace decides it doesn™t need to be governed, claiming each resident should live the way he wants to. Player characters could be very frustrated in this environment and could feel like adults in a community of children who each demand their own way. if the PCs do not decide to get out fast, they might want to attempt to establish some form of government, putting one of the more responsible residents in charge.

Collegium: This is government by an elite group of people, each of whom has approximately the same amount of power. The members within the group determine how members are replaced and whether the group should be expanded. Again, the tone of government with this system can vary based on the individuals involved.
Example: A collegium of 12 people governs a mid-sized town. Each member of the collegium is recognized as a wise and intelligent member of the community. Each member has the same authority and might be assigned the task of looking after a certain section of the town or a certain area of the town™s operation. All decisions and rules are made by vote of the collegium. Player characters in a town with this form of government might find themselves part of the collegium or could be asked by the collegium to perform various tasks.

Gerontocracy: This is rule by elderly men and women. The gerontocracy could consist of a council made up of town residents who are older than a certain age (perhaps 60 for humans, probably much higher for demihumans), or it could be a government where the elders in the community elect a leader from among themselves. This form of leadership could exist because the residents of the community believe that the eldest members possess the most wisdom and the most life experience, and are therefore the best to govern.
Example: The leader of a town is an elderly man elected by all the town residents who are of old ageŠat least 60 for humans, 67 for halflings, 83 for half-elves, 133 for gnomes, 167 for dwarves, and 233 for elves. The leader establishes town policies and seeks the advice of the town™s other elderly residents. The older people in town receive more benefits and are taxed less heavily than the younger residents. Player characters in this environment, especially those of young age, could be frustrated with the atmosphere and might become involved in a movement to reform the government or to get representation for younger individuals.

Magocracy: Wizards, particularly mages, are the leaders in a community with this form of government. The mages, who vested themselves with political power believing that their great intelligence makes them fit rulers, establish rules and regulations and enforce themŠif need be, through the use of spells.
Example: The three highest-level mages in a city decide all of the city™s policies and use their spells and magic items to keep the population in line. The mages are fair, attempt to treat each resident equally, and are usually open to new ideas. The city is well defended, with flying patrols and magical traps, and the citizens seem content. Player characters might enjoy a good relationship with this government and might be among the appointed officials. Or the PCs could be the rulers™ iuchampions,lh performing tasks for the ruling mages.

Militocracy: The leaders of the community™s military forces are in charge, and the residents are governed by the military. There are likely many laws, and they are rigidly enforced. In a city with such a government, residents could be required to serve for a period of time in the military.This form of government could be a variation of a dictatorship, if there is one supreme military leader, or an oligarchy (see below), if ultimate power is shared by more than one high-ranking soldier.
Example: The general of a small city™s militia has assumed control of the government and is bossing the residents around just like they were his troops. He has imposed a mandatory draft and continues to develop a code of laws. Despite the unrest among the people, the city prospers. Its trade, upon which numerous regulations have been imposed, flourishes, and the people are enjoying their newfound wealth. In an adventure involving a militocracy, the player characters could be sought out by a faction of the populace which cannot tolerate the military regime. They are asked to take steps to reduce the laws and regulationsŠwithout destroying the government, because the people are pleased with their economic state.
 

Oligarchy: In this form of government, power rests with a few individuals, perhaps but not necessarily members of the same family. A government such as this is sometimes characterized as selfish, with the rulers™ interests and desires coming before the welfare of the people they are governing. Such a government could come about because a previous government was overthrown or because a childless monarchdied, leaving power in the hands of a small group of distant relatives.
Example: Twin brothers, descendants of a king, come into power. They share rulership of a city, although each would like to be the sole ruler. They are selfish and greedy, taxing the people and lining their own coffers with the wealth while public needs are not attended to.
This is another situation where PCs could be champions of the people.

Pedocracy: Well-educated persons and scholars are in charge under this system, and they establish laws which they believe are in the best interest of those they govern. A pedocracy might be headed by one person, or by a group of people who share authority and responsibility. In a fantasy setting, these rulers would likely be either wizards (mages or illusionists), because of their typically high intelligence, or priests (clerics or druids), who generally have great wisdomŠor perhaps a consortium of both types of characters. It is also possible for a member of some other class to be the leader of a pedocracy, particularly if the character has high charisma to go along with his high intelligence or wisdom.
Example: A small city is governed by a group of scholars, whose seat of government is a vast library. The scholars govern wisely and well, studying the community and instituting policies that improve the people™s welfare. They assign residents to positions and tasks based on the residents™ abilities. And the rulers are always searching for ways to improve the city. Player characters could be under the employ of the leaders, who frequently send them on adventures to get information about the surrounding lands.

Plutocracy: The wealthy are the rulers in this form of government. Their power is derived from their wealth and holdings, and all the other residents of such a community are subject to their decrees. This government could also fall into other categories; it could be an oligarchy in which a few very wealthy individuals have supreme control. Or the leadership could be in the form of a council of the wealthiest individuals in the community, who have charged themselves with the responsibility of running the government. A plutocracy can come into being through several avenues; the wealthy people in a particular community could have always enjoyed a significant amount of power, and when a leader died they assumed his role. Or perhaps a few wealthy individuals established the community, and because of that precedent the wealthy have always held power.
Example: A seacoast town is governed by its four wealthiest landowners. Each landowner is in charge of a quarter of the town, and together they decide policies and programs for the entire town. However, there is disparity between the sections of town. One landowner favors the rich and lavishes his share of the tax money on them; another landowner favors the merchants and devotes his energies to bettering commerce in his quarter; the remaining two landowners are more fair, spreading out the tax money throughout their quarters so that all the people benefit. Player characters residing in or visiting may be outraged by the situation and attempt to aid the populous by becoming champions of the commoners.

Republic: This is similar to a democracy, because it is a representative form of government. However, there can be differences. The representatives in a republic are elected by people entitled to vote. And those voters might only include men, the rich, or the learned. Commoners or women might be excluded. So while ultimately power rests in the hands of the citizens, it might not rest with all the citizens. The representatives might rule as a group, or there might be an overall leader elected from among the group.
 

Theocracy: This is a form of government derived, or supposedly derived, from a deity. The ruler could be a person claiming to be the direct descendant of a god or the representative of a god, and he could claim to govern based on the deity™s wishes. The ruler or rulers would not have to be priests (clerics or druids). The tone of this government will be based on the personality and alignment of the ruler or rulers, and the deity worshiped. If the deity is evil, the ruler could have an oppressive reign marked by acts of terror and violence. However, if the deity is good, the ruler could be understanding and beneficent, and the people could prosper. In some theocracies the ruler might not actually have any ties to the deity, claiming a relationship only so he could come into political power. There are several ways for a theocracy to be established in a community; for example, if the majority of people in a community worship the same deity, this could set the stage for a person who claims to be descended from the deity to step into control.
Example: A female dwarven follower of Moradin claims the god speaks to her and gives her direction on how to help the residents of the dwarvish town. Her power in the community grows until she is named the town leader. If any dwarven player characters are involved with the adventuring party in this town, they could be sent on a mission for Moradin on behalf of the town™s leader.