the mirin region
age of smoke
the universal storm
The Mirin Calendar begins with the Universal Storm, a God-inspired event that tore apart the mountain empire of Rammanant and scattered its pieces to the edges of the Rammanant Mountains, now largely the location of the Mirin Sea. Only the highest peaks of the previous mountains remain (Barrage Island, Seahawk, Haffin Island, etc.). This event takes place in the Age of Bones but after the destruction of Ancient Ka.
The Gods, in their anger, turned a mountain empire into a sea, and a farmland empire into a desert.
Before the storm hit a prophet named Morse Mirin built a huge, circular sea vessel, telling everyone who would listen that the Gods were soon to punish Rammanant and that only people on his ship would survive their wrath. Most people thought he was crazy, especially since Rammanant was generally landlocked, but he did attract a number of families and disciples and finished the construction of his huge vessel, the first Seastead christened, The Future, just in time to survive the huge storm.
The survivors, now calling themselves the Mirin people after their leader, saw their survival as stemming from living on the water, and Morse Mirin’s choice to eschew the humanoid gods and worship the deities of the sea, simply known as Fish God, Shark God, and the Octopus. So this became their philosophy and religion to the present day.
The Gods, in their anger, turned a mountain empire into a sea, and a farmland empire into a desert.
Before the storm hit a prophet named Morse Mirin built a huge, circular sea vessel, telling everyone who would listen that the Gods were soon to punish Rammanant and that only people on his ship would survive their wrath. Most people thought he was crazy, especially since Rammanant was generally landlocked, but he did attract a number of families and disciples and finished the construction of his huge vessel, the first Seastead christened, The Future, just in time to survive the huge storm.
The survivors, now calling themselves the Mirin people after their leader, saw their survival as stemming from living on the water, and Morse Mirin’s choice to eschew the humanoid gods and worship the deities of the sea, simply known as Fish God, Shark God, and the Octopus. So this became their philosophy and religion to the present day.
the mirin sea
For a huge body of water, the Mirin Sea is more predictable that one might think. Perhaps as a God-made feature, it has a certain sense of order to it. The most notable feature is the God Current, or God Gyre, a flow of water that wends all through the sea forming something of a figure 8 pattern. The flow is reliable, strong, and a source of warmth as it is aided along by a series of magma jets far below the surface. As a result. the Mirin Sea is teeming with life, even in the deeper parts which would otherwise be all but empty.
Weather can be surprising from time to time, but more in intensity than appearance. Every 20 years or so there is monsoon season that sends very strong rain across the sea, usually from west to east. Smaller storms are frequent but usually quick.
The Mirin Sea is the deepest body of water in the area, deeper than the Sharkdeep Sea or even the Manic Sea. How far dow it goes is unknown but deep enough to contain pods of Dragon Turtles, multiple Megalodons, a Leviathan, and a Kraken which has been seen more than once.
At the bottom of the sea, somewhere, is the ruins of Rammanant - magic rich and decadent. The idea of plumbing its depths to find riches is a siren’s call to adventurers of all types.
Weather can be surprising from time to time, but more in intensity than appearance. Every 20 years or so there is monsoon season that sends very strong rain across the sea, usually from west to east. Smaller storms are frequent but usually quick.
The Mirin Sea is the deepest body of water in the area, deeper than the Sharkdeep Sea or even the Manic Sea. How far dow it goes is unknown but deep enough to contain pods of Dragon Turtles, multiple Megalodons, a Leviathan, and a Kraken which has been seen more than once.
At the bottom of the sea, somewhere, is the ruins of Rammanant - magic rich and decadent. The idea of plumbing its depths to find riches is a siren’s call to adventurers of all types.
geography
The Mirin people believe that the majority of their people need to be on the water, but it’s not possible to get everything they need from the Sea, especially wood. As a result, the Mirin people have land-based states also - Mirik, Kane, and Mirikara.
Mirik is the most populous and important of the three states. It has vast natural resources, most notably Quickerwill Forest, where fast growing trees make ideal wood for ships. Banishat makes a natural barrier to the east so Mirik is defensible and rarely attacked. The largest cities in Mirik are on the peninsula. Most of the citizen of Mirik go back and forth from the Seasteads but some live there permanently.
Kane: Kane is bit of a break-off from the Mirin people. They still recognize the rule of the Kingfish but they also have their own King, Olin Kane. Kane has more disagreements with the Kingfish than any other state but it comes from a place of security. Kane feels that the Mirin need to capture more of the land around the Mirin Sea but the Kingfish feels like that’s not their way, and it’s not necessary as they control the water.
Mirikara: This territory is large and only sparsely populated by the Mirin, mostly along the coast. There are other populations within Mirikara, a dwarven population under the surface and nomadic groups of Green Elves who call the territory Greenreach. There are several large orc and goblin populations (largest is the Charliehorse Goblin Gang and the orcish Thunderboar Clan… they ride giant boars) also, though everyone gives each other a large berth so there’s rarely outright fighting between those populations, especially because of how many other creatures live in the area - Hill Giants, ettins, trolls, treants, the largest infestation of ankhegs ever in an anthill-like structure that towers 400’ in the air, called the Black Mound, a manticore pride numbering in the thousands, lizardmen, owl bears, wild pegasi, wild unicorns, rocs, and a Yuan-Ti kingdom made of connecting ziggurats. Mirikara becomes more dangerous the further west you go.
Bitterlands: This territory is made up of vast steppe, rolling hills, and the occasional forest. In most parts of the Bitterlands you can see for miles, which is why it’s the home of an ancient huge red dragon named Epic Carmine. He and his family of at least 5 dragons, though some say as many as 10, take residence in a mountainous volcano called the Red Widow. The Red Widow is a single spire, one very tall mountain in an otherwise flat plain. From the peak of the Red Widow you can see to the curvature of the planet. Epic Carmine and his family use this perch to demand tribute from the rest of the citizens of the Bitterlands - Mostly nomadic humans, kobold tribes (including larger dragon-based humanoids), and dinosaurs. The kobold tribes for for Carmine, for the most part.
Scattered Lands: A recently erupted active volcano, the sister of the Red Widow called the Black Widow, makes this territory mostly barren and hostile. The eruption was so huge, it caused tsunamis on the sea and darkened the skies for weeks. Epic Carmine used to live here until so many of the lesser beings fled for greener pastures that it become uninteresting. The skies now, largely, belong to a huge flight of gargoyles while the land is dominated by fire giants and home mostly to scavengers like basilisks, bullettes, gnolls, hellhounds, etc. There are a few humanoid settlements on the coast mostly. They are small but some are surprisingly robust, indicating a comeback for the territory.
Leecaster: Leecaster is something of a throwback, a land of feudal kingdoms that often battle each other. Many of the kingdoms are old technology and old magic. They would have fit right into the Shining Age. Leecaster lives in this stunted state because it has been relatively free of outside antagonists - The Scattered Lands is a natural barrier as is the Burdensome Forest. Leecaster knows of the Mirin people and trades with them… and is aware, at least intellectually, they would lose any kind of war with the seafaring people so they keep a peace with them. Many people think that Leecaster is a branch-off of the Mirin shortly after the Universal Storm but no one is certain.
Burdensome Forest: The Burdensome Forest is dense and fast growing. and difficult to develop for humanoid civilization. There are small humanoid settlements within the forest (mostly green elves and some Mirin) but large parts of it appear to be haunted, overrun with monsters, or controlled by treants. It is said that the god of treants, Omoak the Ancient, lives here.
Mir: Another Mirin kingdom, but due to their position on the south side of the sea, and their generally warlike and contrarian nature, they broke off from the rest of their ilk and built their Seasteads in the Sharkdeep Sea centuries ago. They have their own Kingfish and their own way of doing things. Initially, Mir and the rest of the Mir keep in contact but that has grown less frequent over time, especially with the Burdensome Forest making their path to the Mirin Sea difficult.
Fanglands: Mostly jagged rocks and thorny forests, the Fanglands seems inhospitable on the surface, but its many varieties of fast growing vegetation means a vast number of prey species and therefore a vast number of predators. At the top of this food chain is the black orc Fang Clan, remnants of the invading force of the Age of Nations. The Fang Clan is vicious but not as organized or numerous as their cousin black orcs of the Moblands. The orcish population here is overwhelmingly green orc.
Karazog: The most up-and-coming territory around the Mirin Sea, Karazog has been whipped into shape by the black orc Empire Clan… and they mean that name. They traveled a good distance at the end of the sovereign war to establish Karazog which they seized from a tribe of hill giants and gnolls led by a beholder pod (the Orbs of Calamity). The beholder pod caused great destruction on the ranks of the black orcs but ultimately were too few in number to prevail. Karazog is ruled by a 2 part government, the 20 member Grand Council (supported by the 100 member Empire Assembly) and King-Minister Perilous Gothgard.
Banishat: Banishat is a modification from the word ‘banished.” The Age of Bones was ended with mountains falling from the sky, thrown by the old gods to punish the region. The map was redrawn and this land was a beneficiary with great natural resources unearthed in the cataclysm. The kingdom founded there, Vocan, thrived but dabbled too much in dark magic and opened a portal to the Abyss. The land was, once again. leveled and little has been able to grow ever since. Banishat is filled with arid steppe, swamps, deserts, all kinds on inhospitable territory. Somewhere in the middle is a small kingdom populated by descendants of the Vocan. They are isolated and surrounded by danger, but somehow they make do. The Blackfog Mountains still have demonic presence and form a strong natural barrier between Karazog and Banishat.
The Arrowheads: These islands rise high out of the sea to significant, fertile plateaus, almost a continuation of the Mirik peninsula. Great shipyards lie between The Arrowheads and Mirik. They are dominated by two large cities, Morsetown and Chadwick. Sea steads visit the Arrowheads more than any other land.
Branka-Tata: The names of the two mountain peaks that jut out of the sea, Branka and Tata, they form one state. These mountains are black with volcanic rock with settlements built up and down the vertiginous surface. A fleet of hot air balloons fly all over the islands. As eccentric as the mountain sides are, the inside is the true value of Branka-Tata — vast mines of iron, gold, coal, bauxite, and even adamantium and orichalcum. Some think this is the remains of the God made mountain thrown from the heavens because it is so full of riches. The Mirin aren’t secretive about much, but the riches of Branka-Tata is an exception.
Barrage Island - When Mirin settlers first started colonizing Barrage Island in earnest (before it had an official name) they were attacked by Epic Carmine and family who strafed the island with fire and fury. This happened to coincide with Terreck Mirin reaching the zenith of his power as first high priest of the Fish God. In an act of divine intervention, the Fish God sent the Kracken to intervene on behalf of the Mirin. In an epic battle, The Kracken, with the aid of the Mirin, drove Epic Carmine away having done nothing more than barrage the island… hence, Barrage Island. Despite the relative danger of Epic Carmine, Mirin people love stopping by Barrage Island because of its series of hot springs, an idea spot for rest and relaxation.
Everlasting Reef - a very large, treacherous barrier that is a bane for ships and sea steads alike, the Everlasting Reef is nonetheless a great source of life and power for the Mirin. An incredible variety of ocean life calls the reef home and the Sea Gods are strong here. The largest pod of sharks in the Mirin Sea are found here and Shark Barbarians commune with them, swimming around the reef for weeks or months at a time.
Seahawk - Seahawk is technically a free state though it maintains significant ties with the Mirin and the population is at least 50% Mirin ancestry. The rest of the population of Seahawk is a motley group of runaways and stateless folks… all kinds of humans, elves, gnomes, ogres, halflings, dwarves, even orcs, goblins and other greenskins who are on the outs with their tribes and willing to live among their typical enemies. It’s a swashbuckling island and pirate activity is fairly common as is all kinds of adventuring. The island is dotted with towns but the largest is Nest in the north and Altitude in the south.
Haffin Island - The Mirin have never paid a lot of attention to Haffin Island… it’s mostly barren with only a moderate share of arable land and it’s a bit outside the God Current, requiring significant effort for a sea stead to get close. The Mirin are interested in it now that the Empire Clan of Karazog has shown interest. The Mirin city of Ponce, well fortified and experienced in battle, has lead the effort against Karazog, but has not been successful in keeping them out entirely as a black orc city, Tremble, has been established on the north shore. As sea steads pass Haffin Island, they send men and supplies keeping the battle going.
Mirik is the most populous and important of the three states. It has vast natural resources, most notably Quickerwill Forest, where fast growing trees make ideal wood for ships. Banishat makes a natural barrier to the east so Mirik is defensible and rarely attacked. The largest cities in Mirik are on the peninsula. Most of the citizen of Mirik go back and forth from the Seasteads but some live there permanently.
Kane: Kane is bit of a break-off from the Mirin people. They still recognize the rule of the Kingfish but they also have their own King, Olin Kane. Kane has more disagreements with the Kingfish than any other state but it comes from a place of security. Kane feels that the Mirin need to capture more of the land around the Mirin Sea but the Kingfish feels like that’s not their way, and it’s not necessary as they control the water.
Mirikara: This territory is large and only sparsely populated by the Mirin, mostly along the coast. There are other populations within Mirikara, a dwarven population under the surface and nomadic groups of Green Elves who call the territory Greenreach. There are several large orc and goblin populations (largest is the Charliehorse Goblin Gang and the orcish Thunderboar Clan… they ride giant boars) also, though everyone gives each other a large berth so there’s rarely outright fighting between those populations, especially because of how many other creatures live in the area - Hill Giants, ettins, trolls, treants, the largest infestation of ankhegs ever in an anthill-like structure that towers 400’ in the air, called the Black Mound, a manticore pride numbering in the thousands, lizardmen, owl bears, wild pegasi, wild unicorns, rocs, and a Yuan-Ti kingdom made of connecting ziggurats. Mirikara becomes more dangerous the further west you go.
Bitterlands: This territory is made up of vast steppe, rolling hills, and the occasional forest. In most parts of the Bitterlands you can see for miles, which is why it’s the home of an ancient huge red dragon named Epic Carmine. He and his family of at least 5 dragons, though some say as many as 10, take residence in a mountainous volcano called the Red Widow. The Red Widow is a single spire, one very tall mountain in an otherwise flat plain. From the peak of the Red Widow you can see to the curvature of the planet. Epic Carmine and his family use this perch to demand tribute from the rest of the citizens of the Bitterlands - Mostly nomadic humans, kobold tribes (including larger dragon-based humanoids), and dinosaurs. The kobold tribes for for Carmine, for the most part.
Scattered Lands: A recently erupted active volcano, the sister of the Red Widow called the Black Widow, makes this territory mostly barren and hostile. The eruption was so huge, it caused tsunamis on the sea and darkened the skies for weeks. Epic Carmine used to live here until so many of the lesser beings fled for greener pastures that it become uninteresting. The skies now, largely, belong to a huge flight of gargoyles while the land is dominated by fire giants and home mostly to scavengers like basilisks, bullettes, gnolls, hellhounds, etc. There are a few humanoid settlements on the coast mostly. They are small but some are surprisingly robust, indicating a comeback for the territory.
Leecaster: Leecaster is something of a throwback, a land of feudal kingdoms that often battle each other. Many of the kingdoms are old technology and old magic. They would have fit right into the Shining Age. Leecaster lives in this stunted state because it has been relatively free of outside antagonists - The Scattered Lands is a natural barrier as is the Burdensome Forest. Leecaster knows of the Mirin people and trades with them… and is aware, at least intellectually, they would lose any kind of war with the seafaring people so they keep a peace with them. Many people think that Leecaster is a branch-off of the Mirin shortly after the Universal Storm but no one is certain.
Burdensome Forest: The Burdensome Forest is dense and fast growing. and difficult to develop for humanoid civilization. There are small humanoid settlements within the forest (mostly green elves and some Mirin) but large parts of it appear to be haunted, overrun with monsters, or controlled by treants. It is said that the god of treants, Omoak the Ancient, lives here.
Mir: Another Mirin kingdom, but due to their position on the south side of the sea, and their generally warlike and contrarian nature, they broke off from the rest of their ilk and built their Seasteads in the Sharkdeep Sea centuries ago. They have their own Kingfish and their own way of doing things. Initially, Mir and the rest of the Mir keep in contact but that has grown less frequent over time, especially with the Burdensome Forest making their path to the Mirin Sea difficult.
Fanglands: Mostly jagged rocks and thorny forests, the Fanglands seems inhospitable on the surface, but its many varieties of fast growing vegetation means a vast number of prey species and therefore a vast number of predators. At the top of this food chain is the black orc Fang Clan, remnants of the invading force of the Age of Nations. The Fang Clan is vicious but not as organized or numerous as their cousin black orcs of the Moblands. The orcish population here is overwhelmingly green orc.
Karazog: The most up-and-coming territory around the Mirin Sea, Karazog has been whipped into shape by the black orc Empire Clan… and they mean that name. They traveled a good distance at the end of the sovereign war to establish Karazog which they seized from a tribe of hill giants and gnolls led by a beholder pod (the Orbs of Calamity). The beholder pod caused great destruction on the ranks of the black orcs but ultimately were too few in number to prevail. Karazog is ruled by a 2 part government, the 20 member Grand Council (supported by the 100 member Empire Assembly) and King-Minister Perilous Gothgard.
Banishat: Banishat is a modification from the word ‘banished.” The Age of Bones was ended with mountains falling from the sky, thrown by the old gods to punish the region. The map was redrawn and this land was a beneficiary with great natural resources unearthed in the cataclysm. The kingdom founded there, Vocan, thrived but dabbled too much in dark magic and opened a portal to the Abyss. The land was, once again. leveled and little has been able to grow ever since. Banishat is filled with arid steppe, swamps, deserts, all kinds on inhospitable territory. Somewhere in the middle is a small kingdom populated by descendants of the Vocan. They are isolated and surrounded by danger, but somehow they make do. The Blackfog Mountains still have demonic presence and form a strong natural barrier between Karazog and Banishat.
The Arrowheads: These islands rise high out of the sea to significant, fertile plateaus, almost a continuation of the Mirik peninsula. Great shipyards lie between The Arrowheads and Mirik. They are dominated by two large cities, Morsetown and Chadwick. Sea steads visit the Arrowheads more than any other land.
Branka-Tata: The names of the two mountain peaks that jut out of the sea, Branka and Tata, they form one state. These mountains are black with volcanic rock with settlements built up and down the vertiginous surface. A fleet of hot air balloons fly all over the islands. As eccentric as the mountain sides are, the inside is the true value of Branka-Tata — vast mines of iron, gold, coal, bauxite, and even adamantium and orichalcum. Some think this is the remains of the God made mountain thrown from the heavens because it is so full of riches. The Mirin aren’t secretive about much, but the riches of Branka-Tata is an exception.
Barrage Island - When Mirin settlers first started colonizing Barrage Island in earnest (before it had an official name) they were attacked by Epic Carmine and family who strafed the island with fire and fury. This happened to coincide with Terreck Mirin reaching the zenith of his power as first high priest of the Fish God. In an act of divine intervention, the Fish God sent the Kracken to intervene on behalf of the Mirin. In an epic battle, The Kracken, with the aid of the Mirin, drove Epic Carmine away having done nothing more than barrage the island… hence, Barrage Island. Despite the relative danger of Epic Carmine, Mirin people love stopping by Barrage Island because of its series of hot springs, an idea spot for rest and relaxation.
Everlasting Reef - a very large, treacherous barrier that is a bane for ships and sea steads alike, the Everlasting Reef is nonetheless a great source of life and power for the Mirin. An incredible variety of ocean life calls the reef home and the Sea Gods are strong here. The largest pod of sharks in the Mirin Sea are found here and Shark Barbarians commune with them, swimming around the reef for weeks or months at a time.
Seahawk - Seahawk is technically a free state though it maintains significant ties with the Mirin and the population is at least 50% Mirin ancestry. The rest of the population of Seahawk is a motley group of runaways and stateless folks… all kinds of humans, elves, gnomes, ogres, halflings, dwarves, even orcs, goblins and other greenskins who are on the outs with their tribes and willing to live among their typical enemies. It’s a swashbuckling island and pirate activity is fairly common as is all kinds of adventuring. The island is dotted with towns but the largest is Nest in the north and Altitude in the south.
Haffin Island - The Mirin have never paid a lot of attention to Haffin Island… it’s mostly barren with only a moderate share of arable land and it’s a bit outside the God Current, requiring significant effort for a sea stead to get close. The Mirin are interested in it now that the Empire Clan of Karazog has shown interest. The Mirin city of Ponce, well fortified and experienced in battle, has lead the effort against Karazog, but has not been successful in keeping them out entirely as a black orc city, Tremble, has been established on the north shore. As sea steads pass Haffin Island, they send men and supplies keeping the battle going.
the mirin people
seasteads
The Mirin people have their settlements on land but their center of power, and the center of power for the whole region, is the sea itself where the Mirin float their armada of massive Seasteads. The exact number of Seasteads is unknown but they number in the thousands and they range in population from 30,000 - 500,000 or so. The largest ones are true city-states that barely feel like water vessels. The largest Seastead of all is The Division, with nearly a million people. It is the home of Johnny Wonders, the Kingfish and said to be built on the shell of The Future, but this isn’t certain. Other notable Seasteads include The Valiant, home base of the Seal Knights, The Depth, home base of the Shark Barbarians, the The Coral Reef, the home base of the Deep Druids, The Lux, a high-end vacation destination, and The Sea Circus, a family theme-park destination.
The entire Mirin people has one leader, The Kingfish, and is otherwise organized into units. 500 Seasteads is an Armada and led by a Kahuna. Each armada is composed of 50 unit Fleets each led by a Head Honcho. Each individual Seasted is led by a Honcho.
The Seasteads have the capacity to move under their own power, but generally they simply follow the God Current around the Mirin Sea. For more exacting work, the Mirin have a fleet of longships, galleys, and every other kind of ship. Seasteads are generally surrounded by many other vessels ranging from restaurant cruisers, Gypsy ships, unaffiliated merchants, carnival fleets and everything in between.
In addition to marine vessels, the Mirin get around with hot air balloons and a select few learn to fly on giant pelicans called Mira Birds (they are fairly common to encounter, but they are ornery and befriending them is another thing).
Seasteads are constantly changing. People make new sections to serve their needs and as sections wear out from use and weather, new sections are built. Each Seastead develops its own character - some are generally circular, some are generally square, some rise very high into a point, some have dynamic topography. Some are just collections of odd bridges and hallways, some have networks that go deep beneath the water. Anyone can build onto a Seastead at any time, as long as their family responsibilities are covered.
Almost every Mirin man, woman, and child has some skill that lets them contribute to the constant work needed to maintain the seasteads, whether carpentry, blacksmithing, plumbing, painting, sewing, or cleaning. If you pass debris on the floor, you are expected to pick it up. If you find a hole in the floor, or a torn sail, or a broken door, you’re expected to fix it or find someone who can.
Life on the Seasteads is very communal. It’s hard to find privacy because they are generally so crowded. It’s a sign of wealth or power when someone has personal space. Most people live in large, family-style barracks with only a few rooms here and there that provide greater privacy. As a result of this, the Mirin don’t have nuclear family units, but rather extended family pods that average about 150 members. A typical Seastead construction is a 4 block unit - 3 family barracks of 50 people each, and a 4th block with kitchens, “privacy rooms,” recreation rooms, dining rooms, nurseries, etc.
Because of all this togetherness, community building is extremely important and negative energy is quashed quickly lest things get out of control. The most negative events in Mirin history generally come from intercene battles between people who couldn’t get any distance from each other. One event involved a months-long war that ended with a massive fire that nearly killed everyone on board The Ouroboros.
As a function of cohesion, meal times are very important. Food is cooked in huge batches and served family style and pod members are expected to be present unless they have a great reason not to be. Entertainment is another source of community and performative talent is encouraged, especially music and theater. Almost all children take part in choral singing as part of their upbringing and many adults are part of the Mirin Great Chorus which has frequent performances for weddings, funerals, coming-of-age parties, and just basic entertainment. Spontaneous singing is not uncommon.
In addition to the humanoid crowds, Seasteads are filled with other life. Because of the Mirin’s Universal Storm origins, they see it as their responsibility to nurture creatures of all kinds. As a result, Seasteads are home to cats, dogs, birds, rabbits and larger animals like horses, elk, and bears. They also collect insects and exotic animals but are more likely to keep them in a menagerie than let them roam free. The only animal that doesn’t get much respect is the lowly rat, forever the bane of those at sea.
Life on a Seastead is the goal for the vast majority of Mirin people. The community and crowding, for its faults, also gives people a strong sense of community and purpose. And life is always changing to some degree as the Seasteads are always moving. One day you might experience a great play at the Sky Theater on Seahawk, another day you might see an incredible show of ocean life at the Everlasting Reef. Another day you might get a great meal from a fleet of noodle boats that pass by. And beyond the large islands there are many, many small ones with museums, libraries, schools, zoos, and much more.
The entire Mirin people has one leader, The Kingfish, and is otherwise organized into units. 500 Seasteads is an Armada and led by a Kahuna. Each armada is composed of 50 unit Fleets each led by a Head Honcho. Each individual Seasted is led by a Honcho.
The Seasteads have the capacity to move under their own power, but generally they simply follow the God Current around the Mirin Sea. For more exacting work, the Mirin have a fleet of longships, galleys, and every other kind of ship. Seasteads are generally surrounded by many other vessels ranging from restaurant cruisers, Gypsy ships, unaffiliated merchants, carnival fleets and everything in between.
In addition to marine vessels, the Mirin get around with hot air balloons and a select few learn to fly on giant pelicans called Mira Birds (they are fairly common to encounter, but they are ornery and befriending them is another thing).
Seasteads are constantly changing. People make new sections to serve their needs and as sections wear out from use and weather, new sections are built. Each Seastead develops its own character - some are generally circular, some are generally square, some rise very high into a point, some have dynamic topography. Some are just collections of odd bridges and hallways, some have networks that go deep beneath the water. Anyone can build onto a Seastead at any time, as long as their family responsibilities are covered.
Almost every Mirin man, woman, and child has some skill that lets them contribute to the constant work needed to maintain the seasteads, whether carpentry, blacksmithing, plumbing, painting, sewing, or cleaning. If you pass debris on the floor, you are expected to pick it up. If you find a hole in the floor, or a torn sail, or a broken door, you’re expected to fix it or find someone who can.
Life on the Seasteads is very communal. It’s hard to find privacy because they are generally so crowded. It’s a sign of wealth or power when someone has personal space. Most people live in large, family-style barracks with only a few rooms here and there that provide greater privacy. As a result of this, the Mirin don’t have nuclear family units, but rather extended family pods that average about 150 members. A typical Seastead construction is a 4 block unit - 3 family barracks of 50 people each, and a 4th block with kitchens, “privacy rooms,” recreation rooms, dining rooms, nurseries, etc.
Because of all this togetherness, community building is extremely important and negative energy is quashed quickly lest things get out of control. The most negative events in Mirin history generally come from intercene battles between people who couldn’t get any distance from each other. One event involved a months-long war that ended with a massive fire that nearly killed everyone on board The Ouroboros.
As a function of cohesion, meal times are very important. Food is cooked in huge batches and served family style and pod members are expected to be present unless they have a great reason not to be. Entertainment is another source of community and performative talent is encouraged, especially music and theater. Almost all children take part in choral singing as part of their upbringing and many adults are part of the Mirin Great Chorus which has frequent performances for weddings, funerals, coming-of-age parties, and just basic entertainment. Spontaneous singing is not uncommon.
In addition to the humanoid crowds, Seasteads are filled with other life. Because of the Mirin’s Universal Storm origins, they see it as their responsibility to nurture creatures of all kinds. As a result, Seasteads are home to cats, dogs, birds, rabbits and larger animals like horses, elk, and bears. They also collect insects and exotic animals but are more likely to keep them in a menagerie than let them roam free. The only animal that doesn’t get much respect is the lowly rat, forever the bane of those at sea.
Life on a Seastead is the goal for the vast majority of Mirin people. The community and crowding, for its faults, also gives people a strong sense of community and purpose. And life is always changing to some degree as the Seasteads are always moving. One day you might experience a great play at the Sky Theater on Seahawk, another day you might see an incredible show of ocean life at the Everlasting Reef. Another day you might get a great meal from a fleet of noodle boats that pass by. And beyond the large islands there are many, many small ones with museums, libraries, schools, zoos, and much more.
money and property
Despite the value placed on community, the Mirin believe in private property and trade as their experiments with Communism did not turn out well. While gold is accepted and valued, it isn’t practical to have huge stores of heavy metal on the Seasteads so most of it is kept in land based vaults (or sometimes underwater) and a ledger system is used instead. Every person has a personal ledger where every transaction is signed by all parties involved. Each pod has a master ledger that is managed by a master of accounts and then pods verify their ledgers with the Seastead master ledger. It’s a system filled with holes and confusion - sometimes outright fraud - but it largely works and people are loathe to change so they stick with it.
Even in the largest pods, people have some place to store personal belongings, whether a footlocker, a storage room, or a simple closet. Theft is not as much of an issue among the Mirin as among other people, but people generally have their valuable items locked away.
Even in the largest pods, people have some place to store personal belongings, whether a footlocker, a storage room, or a simple closet. Theft is not as much of an issue among the Mirin as among other people, but people generally have their valuable items locked away.
a culture of travel and hospitality
Seasteads are always traveling and so are the people. Mirin like to see new things and explore and this applies to more than just their stops on land. Mirin love to visit other Seasteads on vacation and they often move from one to another, settling on a Seastead that fits their temperament. In addition to having unique shapes, Seasteads develop different cultures and attractions. Sometimes it's just as simple as cuisine but it can be almost anything from amusement park-like rides and spa services to arcane libraries and martial arts schools. Some Seasteads are populated with sober and diligent people and others might have a party lifestyle. Thousands of Seasteads mean thousands of choices.
As a result of all this movement, the Mirin have developed a very strong culture of hospitality. When Mirin travel from ship to ship, they must be greeted appropriately and treated well. This doesn't necessarily mean it's all for free, but if a Mirin is in dire straits financially, he must be cared for and helped. There are no Mirin "homeless" per se, as even the most drunk and afflicted are provided daily sustenance and shelter in exchange for whatever labor they can provide. This doesn't mean they appreciated for it, however.
As a result of all this movement, the Mirin have developed a very strong culture of hospitality. When Mirin travel from ship to ship, they must be greeted appropriately and treated well. This doesn't necessarily mean it's all for free, but if a Mirin is in dire straits financially, he must be cared for and helped. There are no Mirin "homeless" per se, as even the most drunk and afflicted are provided daily sustenance and shelter in exchange for whatever labor they can provide. This doesn't mean they appreciated for it, however.
strife
The Mirin strive for community cohesion like a school of fish, but there are times when this simply doesn't work. Ultimately they are humanoid and that nature sometimes wins out even though they are more successful than most. People go bad because they relate more to solo predators than the school ,or they might form a band of aggressors and act like pirates. Struggles over status, leadership, and respect are the normal causes of strife, not scarcity or lack of opportunity. This is likely why so many Mirin believe in their system and are loathe to disrupt it.
food
Being water bound the Mirin, unsurprisingly, eat a lot of fish. They worship the Fish God, yes, but it is the way of the ocean for a small fish to be eaten by a big fish, and a bigger fish to eat that fish, so on and so forth.
Angling is the most common career path and there is a great deal of camaraderie amongst the fishermen. There’s also a bit of a pecking order with the whalers and big fish hunters at the top, and the net trawlers and mussel farmers at the bottom, but it’s not a harsh hierarchy. Mostly everyone gets along.
A number of land mammals such as pigs and sheep are raised on board, but space concerns make them expensive. A steak dinner might cost you a week’s wages.
The Mirin have become very clever with what they pull from the sea. They can make crab taste like twenty different things, they can turn seaweed and algae into a convincing chocolate milkshake, they have learned how to grow coffee in seawater. They are always looking for rare and unusual things to eat and they pay a premium for it.
Angling is the most common career path and there is a great deal of camaraderie amongst the fishermen. There’s also a bit of a pecking order with the whalers and big fish hunters at the top, and the net trawlers and mussel farmers at the bottom, but it’s not a harsh hierarchy. Mostly everyone gets along.
A number of land mammals such as pigs and sheep are raised on board, but space concerns make them expensive. A steak dinner might cost you a week’s wages.
The Mirin have become very clever with what they pull from the sea. They can make crab taste like twenty different things, they can turn seaweed and algae into a convincing chocolate milkshake, they have learned how to grow coffee in seawater. They are always looking for rare and unusual things to eat and they pay a premium for it.
religion
Morse Mirin knew the Gods would punish Rammanant for its defiance and heresy. He heard voices that told him so… but the voices nearly drove him mad as he couldn’t quite understand them. They were alien, inhuman, and they filled his mind with images and emotions he could’t begin to comprehend.
When Morse Mirin was a child, he loved to spend time at Lake Gracefield, a bright blue glacial runoff and the only body of water near his home - the mountain town of Kryr. One day he walked down the pier to discover a group of fishermen who had pulled a strange fish from the lake - a huge catfish with bright lantern-eyes, a doleful expression, and most shockingly, a human-like wail.
The men had the fish strung up on a wooden scaffold and were torturing it, scared of the creatures obvious intelligence but delighted at their superiority to it. Morse acted more from instinct than thought and climbed like a monkey to the top of the scaffold where he used his trusty knife to saw at the ropes securing the fish. The fishermen yelled and screamed at Morse, demanding he stop. They threw rocks at him and threatened his family but Morse persevered. Finally, he cut through the ropes, allowing the fish to escape back into the water. Before it sank beneath the surface, it looked at Morse and smiled. Morse was badly beaten for his actions, resulting in a limp he had for the rest of his life, but he knew he did the right thing.
Years later, Morse felt he was cursed by the voices in his head. He was unable to work or provide for his family. He knew he was a burden on them so he left to wander the streets, a homeless beggar. One day, Morse returned to the lake he knew as a child. He sat on the same pier where he rescued the catfish years ago and contemplated the water. He then dived in to drown himself and silence the voices.
Under the water something miraculous happened to Morse Mirin. He found himself surrounded by fish on all sides, so many he could see nothing else. They carried him through the water until he was face to face with the catfish he rescued as a child. And then the voices began to make sense. The words became focused and the thoughts clarified. The catfish had spent the time since his rescue learning to speak with humanoids. He named himself Dagon, avatar and son of the Fish God, a mighty and powerful deity unknown to humanoids. It was he who had been giving Morse visions.
Dagon told Morse that the New Gods were angry with their creations and were going to destroy them. As they could not come to terms who would rule the land once it was cleansed they decided to give it to the Fish God if he would help them destroy it. The Fish God agreed and soon he would overwhelm the land with water as the New Gods destroyed it from the sky.
Dagon, however, could not forget the kindness he received from Morse and decided to help him escape the coming destruction by granting the knowledge to build a Seastead. He also taught Morse how to worship the Fish God, as he and his countryfolk had been forsaken by the New Gods.
When Morse returned to the surface he went back home to his family and won them back with his new found clarity and dedication. They started building the Seastead and in so doing, attracted many other followers who wished to escape the decadent ways of their countrymen by worshipping a new, if alien, God.
Then the apocalypse began. The New Gods hurled a mountain from the heavens, destroying much of Rammanant as the Fish God summoned great floods and tremendous storms to wipe the rest away. The only survivors were aboard Morse Mirin’s Seastead, The Future.
The newly christened Mirin People started their sea-borne civilization… but their troubles were not over. The New Gods noticed that not all of their disobedient children had been eradicated and they saw that as a failure of the Fish God, or worse yet, a provocation. The New Gods demanded the destruction of the Mirin and punishment of Dagon, but the Fish God refused both. Thus began a great struggle, the chapters of which are the foundational stories told in Mirin literature, theater and song.
The war, and indeed the Age of Bones itself, ended with the banishment of the New Gods from the Prime Material Plane but the damage had been done. Never again would the Mirin look to the New Gods…
When Morse Mirin was a child, he loved to spend time at Lake Gracefield, a bright blue glacial runoff and the only body of water near his home - the mountain town of Kryr. One day he walked down the pier to discover a group of fishermen who had pulled a strange fish from the lake - a huge catfish with bright lantern-eyes, a doleful expression, and most shockingly, a human-like wail.
The men had the fish strung up on a wooden scaffold and were torturing it, scared of the creatures obvious intelligence but delighted at their superiority to it. Morse acted more from instinct than thought and climbed like a monkey to the top of the scaffold where he used his trusty knife to saw at the ropes securing the fish. The fishermen yelled and screamed at Morse, demanding he stop. They threw rocks at him and threatened his family but Morse persevered. Finally, he cut through the ropes, allowing the fish to escape back into the water. Before it sank beneath the surface, it looked at Morse and smiled. Morse was badly beaten for his actions, resulting in a limp he had for the rest of his life, but he knew he did the right thing.
Years later, Morse felt he was cursed by the voices in his head. He was unable to work or provide for his family. He knew he was a burden on them so he left to wander the streets, a homeless beggar. One day, Morse returned to the lake he knew as a child. He sat on the same pier where he rescued the catfish years ago and contemplated the water. He then dived in to drown himself and silence the voices.
Under the water something miraculous happened to Morse Mirin. He found himself surrounded by fish on all sides, so many he could see nothing else. They carried him through the water until he was face to face with the catfish he rescued as a child. And then the voices began to make sense. The words became focused and the thoughts clarified. The catfish had spent the time since his rescue learning to speak with humanoids. He named himself Dagon, avatar and son of the Fish God, a mighty and powerful deity unknown to humanoids. It was he who had been giving Morse visions.
Dagon told Morse that the New Gods were angry with their creations and were going to destroy them. As they could not come to terms who would rule the land once it was cleansed they decided to give it to the Fish God if he would help them destroy it. The Fish God agreed and soon he would overwhelm the land with water as the New Gods destroyed it from the sky.
Dagon, however, could not forget the kindness he received from Morse and decided to help him escape the coming destruction by granting the knowledge to build a Seastead. He also taught Morse how to worship the Fish God, as he and his countryfolk had been forsaken by the New Gods.
When Morse returned to the surface he went back home to his family and won them back with his new found clarity and dedication. They started building the Seastead and in so doing, attracted many other followers who wished to escape the decadent ways of their countrymen by worshipping a new, if alien, God.
Then the apocalypse began. The New Gods hurled a mountain from the heavens, destroying much of Rammanant as the Fish God summoned great floods and tremendous storms to wipe the rest away. The only survivors were aboard Morse Mirin’s Seastead, The Future.
The newly christened Mirin People started their sea-borne civilization… but their troubles were not over. The New Gods noticed that not all of their disobedient children had been eradicated and they saw that as a failure of the Fish God, or worse yet, a provocation. The New Gods demanded the destruction of the Mirin and punishment of Dagon, but the Fish God refused both. Thus began a great struggle, the chapters of which are the foundational stories told in Mirin literature, theater and song.
The war, and indeed the Age of Bones itself, ended with the banishment of the New Gods from the Prime Material Plane but the damage had been done. Never again would the Mirin look to the New Gods…
religious structure
FISH GOD - The greatest of the Mirin deities, the Fish God grants great power to his worshippers as he controls so much territory, has so many creatures beneath him, yet has so few intelligent worshippers. More Mirin worship the Fish God than any other, as well all of the great leaders in Mirin society - the Kingfish, the Primarch, the Honcho of almost every Seastead, etc. Characters of every class worship the Fish God but there are other deities under him who are also recognized including a multitude of Saints and Dem-Gods, and two Lesser Gods - Shark God and The Octopus.
SHARK GOD - No one did more for the Fish God during his war with the New Gods than the Shark God. His many fearsome aspects were able to win many victories both offensively and defensively. The Shark is often thought of as a mindless aggressor, and can be a savage brute, but is much more than this… The Shark is also patient, cunning, surprising, and tireless. Any character with an offensive nature can worship the Shark God. The Shark Barbarians, the most fearsome warriors of the Mirin, are dedicated to The Shark God, of course.
THE OCTOPUS - The other great assistant to the Fish God was the Octopus. She used her guile, intelligence, and magic to discover the New Gods plans, sew discord, and create confusion. Her council made the difference between victory and defeat many times. The Octopus is the trickster and the sage, the rogue and the artist, finder and keeper of secrets. Almost any character classes, other than front line fighter types, can worship The Octopus but she tends to attract rogues, bards, warlocks, and monks.
DAGON - Dagon is a Demi-God who rarely looks to the Mirin Sea anymore but he is a popular religious figure nonetheless. The Order of the Blue Dolphin, a core of selfless priests follow him, as well as the Catfish Clan, a fighting order of last resort, the people you go to when it looks like a suicide mission. Followers of Dagon are generally Priests, Paladins, Monks, and Druids. There are no Warlocks dedicated to Dagon as he does not answer missives.
THE DEVIL - As with any religion, there is a bad guy. The Mirin Devil is typically seen as a red man with a tail and horns, the “Old Scratch” type. Normally “The Devil” would refer only to Brond but after the Universal Storm, “The Devil” has become a bit of a catch-all for any of the New Gods. There is no greater sin among the Mirin than worship of The Devil, not only because of history, but also because he inspires a selfish individualism that is poison to the communal Mirin culture. He is referred to frequently in Mirin culture.
SAINTS AND DEMI-GODS - There are many - such as the Harp Seal, the Battle Crab, the Great Whale, the Jellyfish - but they all fall under the aegis of the Fish God, the Shark God, or The Octopus.
All the Gods, Saints, and Demi-Gods have male and female aspects and there is no difference in worshiping the male or female aspect. However, more often the Fish God and Shark God are seen as male and The Octopus as female.
The religion, unsurprisingly, does not have many rules as the Fish God has very little interest in things like sin (other than Devil Worship), damnation or revelation. His primary “philosophy,” such as it is, is the notion that life is extremely unlikely. In one million universes, maybe only one would have life in it. There is no point in trying to find reasons or purpose for life, there’s no need for its validation. The only responsibility of life is its continuance and in that, the group is more important than an individual. If one, two, or many fish must die for the rest to live, so be it. No one should squander their life unnecessarily, but sacrificing one’s life for the greater good is always seen as heroic. Martyrs are honored.
SHARK GOD - No one did more for the Fish God during his war with the New Gods than the Shark God. His many fearsome aspects were able to win many victories both offensively and defensively. The Shark is often thought of as a mindless aggressor, and can be a savage brute, but is much more than this… The Shark is also patient, cunning, surprising, and tireless. Any character with an offensive nature can worship the Shark God. The Shark Barbarians, the most fearsome warriors of the Mirin, are dedicated to The Shark God, of course.
THE OCTOPUS - The other great assistant to the Fish God was the Octopus. She used her guile, intelligence, and magic to discover the New Gods plans, sew discord, and create confusion. Her council made the difference between victory and defeat many times. The Octopus is the trickster and the sage, the rogue and the artist, finder and keeper of secrets. Almost any character classes, other than front line fighter types, can worship The Octopus but she tends to attract rogues, bards, warlocks, and monks.
DAGON - Dagon is a Demi-God who rarely looks to the Mirin Sea anymore but he is a popular religious figure nonetheless. The Order of the Blue Dolphin, a core of selfless priests follow him, as well as the Catfish Clan, a fighting order of last resort, the people you go to when it looks like a suicide mission. Followers of Dagon are generally Priests, Paladins, Monks, and Druids. There are no Warlocks dedicated to Dagon as he does not answer missives.
THE DEVIL - As with any religion, there is a bad guy. The Mirin Devil is typically seen as a red man with a tail and horns, the “Old Scratch” type. Normally “The Devil” would refer only to Brond but after the Universal Storm, “The Devil” has become a bit of a catch-all for any of the New Gods. There is no greater sin among the Mirin than worship of The Devil, not only because of history, but also because he inspires a selfish individualism that is poison to the communal Mirin culture. He is referred to frequently in Mirin culture.
SAINTS AND DEMI-GODS - There are many - such as the Harp Seal, the Battle Crab, the Great Whale, the Jellyfish - but they all fall under the aegis of the Fish God, the Shark God, or The Octopus.
All the Gods, Saints, and Demi-Gods have male and female aspects and there is no difference in worshiping the male or female aspect. However, more often the Fish God and Shark God are seen as male and The Octopus as female.
The religion, unsurprisingly, does not have many rules as the Fish God has very little interest in things like sin (other than Devil Worship), damnation or revelation. His primary “philosophy,” such as it is, is the notion that life is extremely unlikely. In one million universes, maybe only one would have life in it. There is no point in trying to find reasons or purpose for life, there’s no need for its validation. The only responsibility of life is its continuance and in that, the group is more important than an individual. If one, two, or many fish must die for the rest to live, so be it. No one should squander their life unnecessarily, but sacrificing one’s life for the greater good is always seen as heroic. Martyrs are honored.
magic
As a result of being some of the few sentient beings who worship animal gods, the Mirin have a good bit more magic power at their disposal than almost any humanoid civilization. This is in the category of patronage magic so bards, clerics, druids, paladins, sorcerers and especially witches and warlocks. What the Mirin do not have many of at all is wizards as an academic approach to magic (and most things actually) is anathema to their lifestyle.
Druids and warlocks are the most numerous spellcasters and many people know at least a few cantrips, even if magic isn't their primary vocation. Many Mirin develop spellcasting in an ad hoc manner but most are part of a school or association, the big ones being:
The Mirin produce a good number of consumable magic items, the most common and important of which is the Oil of Sea Poppy, a low power but very cheap healing potion. A dose of Sea Poppy heals d4 and costs only 10gp. However, use of a potion incurs level 1 exhaustion for an hour. Subsequent potions add levels of exhaustion and one hour of duration. Sea Poppy addiction is a real problem for the Mirin and overdose deaths, though uncommon, do happen.
Druids and warlocks are the most numerous spellcasters and many people know at least a few cantrips, even if magic isn't their primary vocation. Many Mirin develop spellcasting in an ad hoc manner but most are part of a school or association, the big ones being:
- The Flingers - Warlock/Sorcerers who master Eldritch Spear, Spell Sniper, and Distant Spell, these casters can send an Eldritch Blast 1200 feet. The order originated as fishermen who used this ultra-range spell and an Eldritch Invocation called Fetch to catch fish at a great distance or depth. They are now one of the jewels of the Mirin military as nothing is quite as fearsome as a longship with 100 Flingers tearing apart enemy vessels from a long distance.
- The Fishherds - The most numerous magical order, the herders are druids who speak to animals and tend to them.
- The Stormlocks - An order of druids and warlocks who effect the weather and protect the Seasteads from weather-related disasters.
- The Sharkriders - Shark God worshipping druids who ride sharks and command them to attack. They often work in conjunction with Shark Barbarians.
- Ink - Mysterious spies and assassins dedicated to The Octopus who work for the betterment of the Mirin but whose leadership is unknown. They are often monk/warlocks or sorcerer/assassins.
- The Krakenoor - An order of tricky warrior/magic-users who follow The Octopus. They are very independent as far as Mirin go and prefer a swashbuckling life on longships rather than a more staid existence on a Seastead.
- Green-Up Crew - A very numerous druidic order that is in charge of the non-aquatic agriculture and animal husbandry, the Green-Up Crew has a necessary but sometimes suspected place in the Mirin order due to their cultivation of the sea poppies. The majority source of Mirin crime involves sea poppy addiction and there are more than a few Green-Up Crew members who have made a handsome living selling to addicts.
- The Thorns - This group does not officially exist but is said to be magical hit men who work for the bosses of the Green-Up Crew.
- The Hens - A new group on The Juggernaut made up mostly of sorcerers who came from a decommissioned Seastead called Anatar Landing. The Hens are led by a now twelve year old girl who shows tremendous raw magical ability. They formed as a result of claimed mistreatment by the leadership of The Juggernaut and fought for respect. They earned it though they are looked on as outsiders.
The Mirin produce a good number of consumable magic items, the most common and important of which is the Oil of Sea Poppy, a low power but very cheap healing potion. A dose of Sea Poppy heals d4 and costs only 10gp. However, use of a potion incurs level 1 exhaustion for an hour. Subsequent potions add levels of exhaustion and one hour of duration. Sea Poppy addiction is a real problem for the Mirin and overdose deaths, though uncommon, do happen.