Date
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414 4C
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Proper Name
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Kingdom of Sherna
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Ruler
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None. Sherna has been without a ruler since 42 4C. Five pirates each rule a portion (county) of the kingdom, though their hold on power is usually tentative at best.
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Coat of Arms
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The coat of arms for Sherna is three gold triangles on a field of dark red. There is no ruling house.
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Government
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Pirate enclaves run each of the major towns, whose economies are largely barter and subsistence. In the five areas, which have been identified as counties below, an individual warlord pirate enforces his/her will with a mixture of charisma and brute force.
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Capital
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None.
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Major Towns
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Faurrvyr, Meephr, Kr'Khar, Zedacho, Nano'kan.
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Provinces & Capitals
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Island (Principality) of Ulgoth
Capital: Meephr
Ruler: (Pirate) Marni "Toothless" Torgo (CN male human Rog7)
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County of Hesara
Capital: Kr'Khar
Ruler: (Pirate) Kuchlun "The Belly" Belug (aka, "His Vastness") (NE male human Brb12)
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County of Reach
Capital: Zedacho
Ruler: (Pirate) Hunni "One-Eyed" Yanik (who's one eye, some swear, is in
the middle of his face) (N male half-elf Ftr8/Src4)
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County of Inworld
Capital: Faurrvyr
Ruler: (Pirate) Torden-Dal "Ole Peg-leg" Pakol (CE male human Ftr13)
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County of Kan
Capital: Nano'kan
Ruler: (Pirate) Eena "The Hurricane" Hansa (NE female human Rog11)
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Prominent Groups
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The Ahabi, Gralu's Company, Sattath, Tan, Unali.
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Resources
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The Pirate Princes of Sherna have failed to exploit the resources of the island-kingdom. Though the land is rich for agriculture and mining (copper, gold, gems), the pirates' attentions are turned to the sea. The resources being tapped include: skins, whale meat, whale oil, fish (pickled and dried) and salt.
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Major Industries
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There are no industries to speak of. Though the pirates have shipbuilding capabilities, no large-scale production occurs; the pirates tend to acquire most of their ships from the Laladen navy, either by theft or by force.
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Trade
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There is little recognizable trade occurring between Sherna and the other kingdoms; what little there is occurs with the coastal towns of Dunihk and the ports of Ishyr. Barter trade takes place on an as needed basis between the pirates' strongholds. Any trade that occurs does so by sea. Its trading partners are: Dunihk and Ishyr.
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Population
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1,137,000-human 72% (Duni 46%, Eslan 20%, Nyslavi 6%), Half-Elves 18%, Dwarves 10%, Gnomes 6%, Elves 4%.
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Class Structure
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Nobles 1%, military (non-Noble) 38%, clergy (non-Noble) 16%, merchants 0%, peasants 22%, slaves 23%.
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Languages
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Common, Dwarven, Gnomish, Elven.
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Alignments
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CN, N, NG, NE, CE, CG
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Religions
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The Way of Fire (58%), the Mystical Flow (29%), the Bloodtide (8%), others (5%).
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Allies
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None.
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Enemies
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Laladen, Ishyr, Dunihk, Toroth, Eslebi.
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Weather
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Long, cold and wet spring. Short, hot summer. Short, cool autumn. Long, harsh winter.
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Unusual Laws and customs
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Pirates wear the tattoo of their gang for all to see. Anyone past puberty not having a visible tattoo is considered a spy, a new recruit or a slave. In all cases, they are not treated very well by the pirates.
The pirates of Sherna greet each other with a yell, the louder the better. They would never think of using their hands to gesture to another person, since this would probably be taken as a hostile gesture by the other and it would move the pirate's hand away from his dagger.
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Key Holidays
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Nexar's Feast (21 Ladin), Inkitar's Feast (28 Crysia)
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Notes
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Since the explosion of the volcanoes in 42 4C, life has come back to the west side of Sherna. However, little is known about the eastern side of the island-kingdom. It is known that the volcanoes remain active, evidenced by occasional earthquakes and plumes of smoke rising into the air. It is not know whether life has returned to that side of the island…and few have any interest in putting themselves in harms way to find out.
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Copyright 2000 by Breminor.com. All rights reserved.
Version Date: 06 December 2001 Primary Author: Stephen Castillet
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