The Swarm

The Swarm, as it is often-called, is a vast collective of approximately 7000 islands of varying sizes that encompass both the nation known as Virginicus and an expansive network of communities and tribes that act independently but are tied together by a shared ancestral heritage and an elite privateer league. The Swarm is just equally as rich in culture and biodiversity, filled with all manner of legendary wonders... and dangers from unruly privateers that are ultimately kept under control by Virginicus' unmatched Naval fleet. Beings from other races have attempted to make the Swarm their home, but few have ever come close to establishing a significant political foothold in all of the region's extensive history due to its unprecedented dangers and risks.

Etymology

The origin of The Swarm's collective name remains a mystery known only to the members of the College of Griots, who've preserved their knowledge with other Griots across the region and have just as many stories explaining the name's purpose.

Ecosystem

The environment of The Swarm is considered to be one of the most biodiverse regions in the entire realm of Ombs, with wildlife and mysterious fantastical beings that range from awe-inspiring to garish and frightening. For every tale of mermaids populating the waters surrounding the islands, it is said there are equal numbers of vicious and ruthless organisms that range from carnivorous anemones to predators the size of entire islands, known for attacking ships.

History

Politics

The Swarm is essentially part of the nation of Virginicus and is constantly-involved in discussions of Seastrider diplomatic issues concerning its regions. Each of the many chief powers that govern varying logistical port cities in The Swarm thus answer to the Admiral Kanit of Virginicus in urgent matters of policy, especially during war. Otherwise, The Swarm is populated by semi-independent communities that are connected both by Seastrider heritage and interest in preserving the wellbeing of the larger collective, often with similar but occasionally conflicting viewpoints in mind.

Culture

To say there is a single culture to a region of thousands of islands that usually function without interference from their neighbors barring important issues of trade and local government is suicide. Yet, in spite of all of these variances, the Seastrider ethos of communal service, selfless duty to one's superiors, dogmatic religiosity, stewardship over their environment, and unflinching martiality remain key constants found throughout any of The Swarm's countless indigenous inhabitants, including non-Seastriders drawn to the allure and mystery of Virginican society.

Privateers are a common sight in The Swarm, and their presence has become so ubiquitous that even the Admiral Kanit hires an elite force of Privateers in his military as enforcers of his will and as escorts to the most private areas of the kingdom, namely Virginicus' main fortress and the legendary Two Moons Goaz and Chazk themselves, The Swarm's largest islands.



Legends

The Swarm, like any place suited for adventurers, has its own share of oral history, folklore, and mythos that serve as an element providing a social cohesion to the wild and often-conflicting denizens of the vast realm's legion of islands. In keeping with Seastrider tradition, the vast majority of these narratives have profound religious implications and are often accepted as true. At the very least, the average Seastrider living within the Swarm considers these stories to be highly plausible, no matter how outlandish or extraordinary they may seem to foreigners.

That doesn't mean, however, that there aren't popular tales among those whom dwell within the Swarm that are recognized as allegory and/or fables rather than factual accounts of historical events. There are in fact many, and each type generally is restricted to a particular social class. The most accessible of these tales, for example, are stories told by commoners about local legends that have become immortalized amongst the community. These in particular usually explain superstitions, customs, and in the most salacious cases are folktales involving animals that vaguely possess exaggerated characteristics of person(s) who are the subject of local gossip. The most popular common legend however, is one any Seastrider will tell and is central to the identity of every indigenous descendent of The Swarm - and to no lesser extent, Virginicus: the creation of the Seastrider race by the Earth Mother and the Sea god Ndrwn.

The second form of oral histories found in The Swarm are those used by privateers and adventurers alike. In the case of both of these parties, legends become a vehicle for both for entertainment and establishment of status among their peers. Some of these stories can be entirely fictional, while others can be true, but at their core, they are often embellished and in the most famous cases exaggerated to emphasize their bravery and/or mastery of the often unforgiving climate of The Swarm, which can net them both respect and favor that translate into riches and protection from all but the most accomplished rogues the Swarm has seen. In the most exceptional cases, those who earn the greatest status among their peers may even have their history immortalized by the very College of Griots themselves, the highest honor any Seastrider could possibly have. In keeping with the profound sense of civic duty every Seastrider has, tales of noble servitude to superiors - especially famous and infamous ones - are also commonly-used to boast and generate respect.

The final form of oral history is one reserved for the College of Griots themselves, who've had to keep their knowledge preserved for generations, often with great logistical challenges and the unexpected deaths of other Griots. Theirs feature stories so ancient that they precede the modern Seastrider race and the very Phoneci Ga'ez Nupa Iri Empire, delving into times far murkier and malleable to the imagination. Where a commoner or even an adventurer may know the legend of the Da'egwezhún, only a Griot knows the origin of that name, the first who spoke it, and the sacred knowledge required to properly commune with one should they wish to petition its services. Virtually every organism of grand and mundane repute in The Swarm has a hidden name and secret to it that a lineage of Griots have kept alive while saving that knowledge solely for those who earn their favor, and no single Griot holds all the knowledge of the others.