Independent Naval Power on the Fever Sea
Alignment: N
Population: 26,430
Major Races: human (Caldaru), human (Bonuwat), halfling, dwarf
Languages: Common, Polyglot, Calderu
Religions: Gozreh, Green Faith, Lamashtu, tribal shamenism
Plunder: Coins, minerals, exotic woods, rare alchemical ingredients, salt and other spices, trade goods

The city of Senghor is an independent city state and a major port on the Fever Sea. Situated within the Bay of Senghor on the western end of a peninsula which forms the Kaava Lands of the Mwangi Expanse, this metropolis serves as one of the critical stops along the western trade routes between Sargava and the Inner Sea nations of Golarion. The city was founded roughly 2,000 years ago, more or less coinciding with the destruction of neighboring Boali. It is not known if the two events are linked, but rumors are rampant that Senghor was somehow responsible.

As the nearby Kaava Lands make all land routes dangerous, the lifeblood of the city is ocean trade. The city’s market is the major site for the sale of quality goods from the jungles of the Mwangi Expanse to merchants of Avistan for a fair price; in sharp contrast to the Aspis Consortium’s base of Bloodcove, where arguably the regions raw materials are shipped off north in exchange for shoddy goods and cheap alcohol. The guards, in their distinctive black and scarlet uniforms, make sure the market is a safe place in which to do business. Because of this the city has become a conduit for a significant amount of trade from and to Sargava; many merchants finding the indirect route through Senghor preferable to catching the attention of the watchful eye of Cheliax and eases the pains of circumventing the pirates in The Shackles. Recently, there has been an influx of unique and rare goods from even father south of Sargava arriving in Senghor for trade with nations of the north.

To protect their interests Senghor has transformed its harbor into an architectural masterpiece able to withstand both the very real impact of storms originating from the Eye of Abendago and the unlikely event of a massive naval assault by some as yet unknown enemy. The Senghor navy boasts several dozen ships and ensures that no piracy takes place within their territorial waters. However, they turn a blind eye to what takes place elsewhere in the Fever Sea, making Senghor a popular destination for those who are deemed to be pirates everywhere else.

For some reason this pragmatism does not extend to the slave trade. Slave ships are not allowed docking in Senghor and Bekyar vessels of all types are denied entry due to their suspected ties to the slave trade. The Bekyar city-states to the south have naturally reacted angrily to this racial discrimination and have instigated several sea battles. So far, Senghor has more than held its own in these encounters and some of the city leader.s are keen to use it as a springboard for extending the cities influence to the south — an possibly even northward toward Bloodcove.

The city’s dominant inhabitants are the Caldaru although they are not the most numerous of the human groups which make the city their home. Some speculation exists if the Caldaru are actually a separate human ethnicity. Linguistically and physically the Caldaru bear no resemblance to any of their Garund neighbors with the closets ties being the Lirgeni survivors of the Sodden Lands. Because of this difference, the Caldaru see themselves as superior to their neighbors, especially those who are still mired in the backward ways of tribal superstitions and traditions. Although not quite as large as Port Peril, Senghor does support a rather large halfling population.



Skull & Shackles Mortis