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The Deep Kingdom

The Deep Kingdom

  -Chronicles of the Sirenid (Merpeople) of Valenor-  

History of the Nation

  The Deep Kingdom is one of the oldest domains in the world of Valenor, an underwater kingdom with roots dating back to times before written memory. The Sirenids—commonly known as "mermaids"—are one of the original races, said to be fairy beings born from the union of primordial water and the first magical energies that gave life to the world.   Their history, passed down orally through the Songs of the Currents, has no precise beginning: the chronicles tell of how they already inhabited the depths of the Little Ocean long before the first surface nations learned to navigate. The Sirenids have always lived in harmony with the waters, cultivating seaweed, raising fish, and forging alliances with many sea creatures.   The most significant moment in their history, however, occurred over 4,000 years ago, during the great war of the surface beings against the The Ancient Myths It was then that the area now known as the Relic Gulf was devastated: immense cities were reduced to ruins, and the wrath of the defeated Gods caused an entire region to sink beneath the waves. That fracture gave rise to the marine region where the capital city of Deep Sea City now stands, built atop the scars of that ancient cataclysm.   After the fall of the Old Gods, the sirenians assumed the role of guardians of the Relic Gulf, watching over the remains of the two armies and the deadly weapons that still lie on the seabed. Their duty is not merely a duty, but a collective oath: to prevent anyone—reckless adventurers, sea raiders, or surface nations—from reawakening the dangerous legacy of the vanquished Gods.   The Kingdom consolidated its identity over the following centuries, founding settlements along the safest sea currents and developing a refined culture centered on magical song, jewelry making, and the training of aquatic creatures.   In the centuries that followed, the Sirenians assumed a role as saviors to the surface peoples. During the wars between the Grand Duchies of Magmhorin and Elemon, they rescued shipwrecked sailors, lost soldiers, and merchants swept away by storms. These acts of compassion earned them a unique distinction: a state of neutrality respected by both belligerents.  

Government Structure

  The Sirenians' political system is unique. There is no true centralized empire: most of the territory is divided into small autonomous settlements, communities made up of families or clans bound by blood ties or ancient oaths. Each settlement is governed by a Singers' Council, composed of the oldest or most magically talented members.   The true unity of the people occurs through the Priestly Caste, a college of druids, clerics, and song spellcasters. This caste, guardian of tradition and the arcane arts, moves from village to village where it selects and trains young Sirenids destined to become spiritual leaders and diplomats. The caste is not limited to worship: it is tasked with selecting and training young people with the greatest affinity for aquatic magic. Among these stand out the "Deep Singers," capable of modulating sea currents with their voice alone and communicating over great distances.   This group of young people also includes the future "Queen of the Currents," chosen not by blood but by spiritual virtue, magical power, and the consensus of the castes. The title is unique, but the queen always rules with the support of the Council of Waves, composed of the most senior priests and the bearer of the Trident of the Abyss, a sacred weapon passed every five years to the kingdom's most valiant warrior or hunter.   This balance between spiritual authority and military power guarantees the people a fragile but enduring political system, although internal conflicts are not lacking, especially between factions within the castes itself. Furthermore, the kingdom has a capital, Deep Sea City, where the current queen and the Council of Waves reside. The palaces built for them are said to be the most beautiful ever constructed in all of Valenor.   Although the settlements are independent, in the event of external threats or serious crises, the Kingdom reunites under the leadership of the Queen of the Currents. The current queen is Dorialia, crowned in 1309 N.E.   She is supported by:  
  • The Trident of the Abyss, the finest warrior or hunter of the Sirenians. He is the bearer of a sacred weapon that is awarded every five years to the greatest warrior of the people.
  • The Council of the Waves, made up of the high priests of the main aquatic cults.
  • The Keepers of the Currents, a sort of amphibious knightly order that gathers the kingdom's elite warriors.
  • Political Parties and Organizations

      The Priestly Caste is not a monolithic bloc, but is internally divided into factions currently competing over how to respond to the danger posed by the corruption of darkness spreading across their lands:  
  • The Still Waters: conservative and wait-and-see, who would like to wait for the sea to heal itself and perhaps conjure a whirlpool with the powers of aquatic magic capable of driving back or dispersing the darkness. They also believe that the current queen is too young to handle this dangerous situation and that they themselves may be the only ones capable of managing the threat.
  • The Clear Waters: progressive and pragmatic, they support Queen Dorialia and believe that, with the help of the surface peoples (as was previously done in the territories that now form the Neamara Territory), the contaminated area can be cleaned up. Of particular interest to the Sirenids are the methods used to cleanse the stretch of sea now known as the "Forbidden Sea," which has once again become navigable both on the surface and in the deep.
  • Besides these two factions, there are also other organizations:  
  • The Keepers of the Relics: a secret order that watches over the Gulf of the Relics. Considered fanatical by some, they are willing to sacrifice themselves to prevent the ancient artifacts from falling into the wrong hands.
  • The Tidal Goldsmiths: a guild that regulates the collection of minerals, gems, and mother-of-pearl, guarding the secrets of the refined Sirenids goldsmith's art.
  • The Voices of the Waves: A college of bard-singers, responsible for oral tradition and popular festivals, they keep in communication the different villages and use their powers to build coral buildings and other constructions.
  • Current Situation (1314 N.E.)

      The Realm of the Deep is in a fragile balance. Dangers multiply:  
  • The Abyssal Darkness: Since 1113 N.E., a vast area of the Little Ocean has been contaminated by a black sludge that corrupts marine creatures. This scourge slowly spreads, poisoning the waters and threatening entire settlements.
  • Abyssal Monsters: The depths of the Little Ocean are home to titanic creatures, immune to the sirens' song, who pose a constant threat.
  • Raiders and Hostile Races: Sahuagin, Kuo-toa, and other sea creatures hostile to the Sirenids constantly threaten the settlements with raids, pillage, and piracy.
  • Political Tensions: The recent appearance of sirenids slaves in the markets of Magmhorin has strained relations with the Grand Duchy, casting a shadow over the kingdom's centuries-old neutrality. In 1313 NE, following the destruction of a Sirenid village, rumors spread that some of its inhabitants were recognized at the Maghmorin slave market. To date, there is no evidence of the Grand Duchy's involvement in the village's disappearance, nor how they could have captured its inhabitants..
  • Internal Divisions: The debate between the Still Waters and the Clear Waters threatens to erupt into a full-blown political rift, calling into question the authority of Queen Dorialia.
  • In this scenario, Queen Dorialia attempts to forge alliances with the surface kingdoms: Elemon, Neamara, Touran, and the Brotherhood of Smauglegit. The latter is particularly interested in a military alliance to fight the darkness, which also threatens their territories.  

    Important Characters

     
  • Dorialia, Queen of the Currents: Young, charismatic, and beautiful, gifted with a song capable of moving the tides. She firmly believes in alliances with the surface nations and leads the kingdom with courage, but must face the hostility of conservative elders.
  • Maelirion, Keeper of the Trident of the Abyss: Bearer of the Trident of the Abyss for the past 10 years, a legendary warrior and tireless defender, a living symbol of the strength of the merpeople. He does not always agree with the queen, but protects her faithfully.
  • Seymira, High Priestess of the Still Waters: High priestess of the conservative faction, an elderly and cunning woman, convinced that the queen is too inexperienced to tackle Darkness corruption, one of the most critical voices towards Dorialia.
  • Kelvorian, Speaker of the Clear Waters: A pragmatic druid, she leads the faction loyal to the queen.
  • Iriel, Keeper of the Relics: The mysterious leader of the secret order of the "Keepers of the Relics," no one knows her face. But her presence and that of her Keepers is felt by those who try to plunder the ruins of the Relic Gulf.
  • Kelithan the Deepsinger: Leader of the Voices of the Waves, a bard who preserves the millennia-old history of the people in his melodies. He is a mediator between factions and often an ambassador to the surface nations.
  • Locations and Resources

     
  • Deep Sea City: The kingdom's capital, built among coral domes and anemone towers. At its center stands the Tidal Palace, where the Queen resides. It is a building made entirely of mother-of-pearl, illuminated by sea crystals that diffuse natural light into the waters.
  • The Relic Gulf: A sacred and cursed area of ruins, scattered with the remains of ancient armies. Forbidden to all, but often a destination for adventurers and clandestine prospectors.
  • The Swift Currents: Deep, stable sea channels, used as natural transport routes connecting distant settlements.
  • Main Resources

     
  • The Kelp Plantations: Cultivated and tended fields that provide much of the food. Various types of algae and sea creatures have magical properties and are therefore highly sought-after and valuable.
  • Metallic Nodules: A group of sirenids, called as Deep Prospectors, has specialized in collecting metallic nodules from the seabed. These minerals are naturally of extraordinary purity and are highly sought after in trade. Concretions of gems and crystals with magical properties can often be found in these nodules.
  • Mermaid Jewelry: One of the most important and profitable activities for the sirenids is the creation of jewelry and trinkets, which have a particular social value for the sirenids as well as great commercial value for the surface peoples.
  • Folklore and Details

      Sirenids culture is vibrant and spiritual. Some highlights:  
  • Sobenar: Given their way of living in communities characterized by the absence of direct kinship, the coming-of-age ceremony becomes important. In this ceremony, all young people born at the same time are officially declared adults and admitted to the active life of the settlement, taking on the role best suited to their aptitudes and natures. This festival, called "Sobenar," requires the entire village, especially the young people, spend a week collecting a special coral that will be used by the Singers as the foundation for the new homes of the newly adult young people. During this week, there are celebrations, songs, and dances both underwater and on the surface, where the Sirenians are often seen leaping out of the water with spectacular acrobatics.
  • Sea Creature Competitions: One of the sirenians' favorite pastimes is the display of trained marine animals, be they contests of skill, speed, or beauty contests where the best specimen of a species is awarded.
  • Once a year, the most important exhibitions are held in the capital, where winning one of the prizes is considered one of the highest honors a Sirenid can receive.  
  • Tidal Jewels: These jewels are often the only form of clothing worn by sirenids and have significant social as well as economic value. Symbols of status and spirituality, they are displayed with pride or to show off.
  • The Songs of the Currents: It is a form of long-distance communication that allows messages to be transmitted between settlements, but it is also a type of folkloric song, often different for each settlement, that is used for celebrations or to send messages to villagers, but it is also vital for warning other settlements in the area of dangers or news. The singers often create actual transmission chains that reach the capital or the most remote settlements.
  • Conclusion

      The Kingdom of the Deep represents a delicate balance: an ancient and proud people, guardians of age-old secrets and guardians of forces that should never be awakened. The young Queen Dorialia embodies the hope for a different future, but the sea itself seems to seethe with darkness, ready to test the will of the Sirenids.
    Type
    Geopolitical, Kingdom
    Capital
    Government System
    Tribalism
    Economic System
    Barter system
    Official State Religion
    Official Languages
    Controlled Territories
    Related Ethnicities

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