The Kingdom of Serferine
Where the Centaurs rule, and the herd welcomes all into it's borders.
Structure
The titles of elected leaders in Serferine based on their contribution to society.
Mane of War - Mane of Wars are reserved for warriors who have continuously saved or defended their people.
Chiefsmane - The Chiefsmane is a political marvel, he will either negotiate a vital trade deal or smooth volatile relations with another country or within the herd itself.
Heromane - The Heromane is a cultural icon of the people, this is the leader that is usually elected in times of peace. They keep people happy, with shows of music, magic or art. They'll invent something or discover new places to live or to explore on an adventure.
- Herd Commanders / Herd Official / Herd Idols - These are the pools the new leaders are elected from. They act as the second in command in their faction, and the next leader is usually chosen from these groups. Unless an action so impressionable has taken place in which causes another Centaur to usurp the position.
- Farmers - The ones responsible for keeping the herd fed.
- Merchants - Keeping the money flowing in, out and around the kingdom to make sure it functions.
- Herd - The average citizen, the reason the leaders are in power. The farmers get up at the crack of dawn and the merchants work magic with numbers to keep coins in their pockets.
Assets
The Serferine Kingdom is the center of trade in the circle. They have plenty of everything.
- Troops
- Ships
- Beasts of burden
- Gold
- Weapons
- Armors
- Farms
- Outposts
- Guild Halls
- Craftsmen
History
This would be the 2nd Kingdom of Serferine, as the men of No'Pierre held the first. It started after the circle was sundered. The men fled and planted roots in the homes of the centaurs when they were away at the time. To make up for this the men rebuilt there old home for the centaurs. From there on the centaurs constructed a open friendly society which engaged in open borders and trade.
Territories
The kingdom's territory extends from Rainwatch all the way down the country to Garigill, and everything east of that is apart of the kingdom. With the exception of the Grove and the Scorched Palace.
Military
Even though it's a trading center, Serferine is extremely formidable. Their centaurs covered in armor in full gallop can tear through almost anyone. They have plenty of archers, elven trackers, a few gnome craftsmen, dwarven scouts, a half giant and plenty of proficient mages. Their ranks are also battle tested, every now and then either pirates, seaborn or enemies from the south will marshall an attack. The military takes them all on again and again, and so far have proven their worth.
Religion
The centaurs themselves worship Aurinine, Gohdi and Haten. But others in the country are free to worship or not worship whoever they choose.
Agriculture & Industry
Their are plenty of farms and agricultural support for the kingdom. They also trade with the Freehand Counties as well as Calanada, Wylvadun, No'Pierre, Beacon and The 7 Sands. So the country is upheld mostly by its mercantile aspect by being the center of trade in the region.
Education
As well as having traditional education the kingdom has a beginner level magic school for those who wish to learn.
Type
Geopolitical, State
Alternative Names
Centaura, Hoofland, New Serferine
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Serfs
Government System
Meritocracy
Power Structure
Autonomous area
Economic System
Traditional
Currency
Legislative Body
The Herd Officials handle the political and judicial systems of the state. They'll fill the roles of judges and lawyers, representatives and politicians and lawmakers.
Judicial Body
The Herd Officials maybe the judges of the state. But Herd Commanders handle the policing, they handle the guard work.
Controlled Territories
Neighboring Nations
Related Ethnicities