History


World Weep Opening History

The large navy of Senghor was lost as their ships sank during the failed First Hero's March and subsequent birth of the World Weep. The nation suffered numerous skirmishes in the following days and weeks with the opportunistic Free Captains of the Shackles, who had been raiding the west coast of Garund in the wake of most of the world's military being dead or otherwise gone. The people of Senghor attempted to keep daily operations going, engaging other cities and nations in trade. However, one by one, their trade faltered as their partners were destroyed from the various unleashed experiments of the alchemist Mathesis, who had been picking apart Garund one nation at a time. In the following months, many in the nation decided to move elsewhere as they predicted that the alchemical wrath of Mathesis would soon fall on their homeland.

Age of Collapse History — Era of Seafarers

The survivors of Senghor had three primary troubles to contend with in the years following their ruination. These threats were the pirate-riddled Shackles to the north, the diabolist-infested Vidrian to the south, and the danger-prone Kaava Lands to the east. Since Senghor no longer possessed the strength to battle any of these foes, many captains chose instead to sail westward to settle in southern Garund and the island chains of the Arcadian sea. Some adventurous ships even made it so far as Arcadia itself after months on the water, while others remained closer to the safety of the shores and made their trek to Azlant and the Inner Sea region.

Age of Renewal History

The descendants of Senghor would never return to the nation their ancestors had fled from, having found new lives for themselves wherever they ended up. The ever-present threat of the Free Captains of the Shackles still remained, and with them the portside ruin of Senghor could not return to its previous splendor in the decades of the Age of Renewal. Even so, small pockets of immigrants have trickled back one family at a time, and a humble settlement of humanoids of all different origins have begun to slowly build a modest village just out of reach of the Free Captains.

Government


The village of Senghor is ruled by an elected mayor. The population of the town is not high enough to warrant a more robust ruling body at this point, with people knowing each other and able to voice their concerns directly to the mayor or each other.

Points of Interest


  • The town of Senghor is a modest one and holds a few buildings that serve a commercial purpose. A tavern, inn, general store, and imported goods exporium are the only buildings of note; servicing the Merchant Princes and Vidrian sailors who utilize the town as a middle ground between the Shackles and Vidrian. 

Organizations Within


  • There were rumblings of creating a larger port and servicing their own privateers or merchant companies, but the town has yet to commit the resources to such a venture, when the Free Captains of the Shackles patrol the waters of the Fevered Sea regularly and pillage villages that seek to expand beyond the need of the Merchant Princes and their shipping prices. 

Major Conflicts


  • No major conflicts have been reported outside the occasional run-in with a rowdy gang of Free Captains. The township has made its dealings with the Hurricane Queen, and is promised some level of protection to ensure it won't be pillaged for a continual protection fee. 

Events in the Age of Renewal


  • Every longboat from the scattered populations of Old Senghor is a celebrated day, with several casks of drink and salted meat put aside for such occurrences. 

Other notable changes from the past Golarion


The general population and characteristics of inhabitants mirror the past Golarion.