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Also known as “Drifters” or “Floaters”. The sea gypsies are a race of humans that live almost entirely on their ships. They spend their lives sailing the Sea of Chaos, the Wild Sea, the Sapphire Main and the Henari Sea. Most sea gypsies range along the southern coasts of Ithria and western coasts of Qeshir – from Karth to Anquar - always moving, always trading.
No one knows for sure how many sea gypsies there are. Scholars estimate their numbers to be between one hundred and two hundred thousand, although some believe it may be as many as half a million. An accurate count is impossible because of the geographic range of this race. While they live on their ships and spend much of their time out at sea, some sea gypsies integrated themselves into other populations, usually in coastal towns and fishing villages.
The average sea gypsy ship is a sleek schooner with a fore and aft mast, rigged in style unique to them. A typical ship is 20 meters long (65 ft) and will carry about 12 to 20 people. The sea gypsies travel in extended families. Everyone on one ship is considered part of the family. This means cousins, aunts, uncles, grandparents and any vagabonds the ship may have picked up. Large sea gypsy groups may travel in as many as twelve ships that travel in packs. There are certain social rules governing a ship/family. The eldest mariner (male still physically capable of sailing) rules the family clan. Sea gypsy clans have sigils that members will wear as tattoo or work into jewelry.
The sea gypsies are considered untrustworthy by many mariners, little better than pirates. This reputation is not entirely deserved. Like any culture, there are various factions and some are worse than others.
Sea gypsies spend their lives sailing the Sea of Chaos, the Wild Sea, the Sapphire Main and the Henari Sea. They regularly sail the labyrinth of small islands in the Pirate Isles and frequently visit Seven Kegs.
The sea gypsies have developed their own language called Juema. This rhyming cant full of slang terms and odd expressions is also sometimes called "Sea Talk". It is a colorful language full of curious expressions and an almost musical rhythm. Most mariners choose to learn Juema as it’s very often spoken in backwater ports, trade ports, smuggler’s coves and the like. It’s useful to know it. Juema is based on a modified form of Ithrian Southern but has been influenced by contact with many other languages and cultures. Most people who speak Southern find Juema fairly easy to learn. The name “Juema” is actually a corruption of the word “Jumata”, the name of the original island kingdom.
There are many theories and tall tales about what led to the culture of the sea gypsies. The truth is even more interesting than the tales.
The sea gypsies are, in fact, the descendants of an island kingdom known as the Kingdom of Jumata that was destroyed in 1642 CY when it’s central volcano erupted spewing out volcanic ash and fiery death. The eruption obliterated all life on the island. Only those Jumata who were out at sea were saved.
The survivors of that doomed island kingdom endured difficult years as they struggled to survive. Scholars estimate less than 5,000 escaped. In order to survive, they put their rudders to the fiery hellscape which had once been their home and took refuge on the high seas, never to return. They have been seafaring ever since.
Many attribute their survival to their strong religious faith. The kingdom worshiped Pelagius, a minor sea deity. It was concluded by the survivors (and the priests among them) that they had been spared because they were at sea and the Pelagius wanted them always to be at sea. The priests named this the “Law of the Sea”… those who dwell on the sea are favored by Pelagius and those who dwell on the land are abandoned by him.
Several different clans were at sea when the island was destroyed. Bound together by religion, these clans put aside their differences and held together for protection and survival, especially during the first few years. The priests of Pelagius took control and declared that their god demanded their live on the sea, not on dry land. The priests declared that all sea gypsies are cursed such that they will die if they spend more than 7 days on land. That belief has spread and there are many sea gypsies and coastal fishermen who believe it.
The unity of the clans was not to last. Before the dawn of the 18th century, disagreements between the surviving clans led to open conflict and bloodshed. These feuds drove the clans apart. Conflict between the clans continued throughout the 18th and 19th centuries. At the time, clan feuds were fierce and bloody. One by one, clans were driven to extinction. Of the original nine clans, only four survive today.
Over the centuries, the survivors of that doomed island kingdom have become known to other races as the “sea gypsies”. All the clans are sea gypsies. Their differences are sometimes subtle and not obvious to outsiders.
Ferrix, Clan of the Old Ways
The Ferrix clan fiercely clings to the old ways of the original island kingdom. This includes the music, stories, clothing and traditions of the Kingdom of Jumata. They view their new sea gypsy way of life as a natural and necessary evolution of the old ways in accordance with the Law of the Sea. The Ferrix believe themselves the true inheritors of the old kingdom and they feel it is their sacred duty to keep the old ways alive. The Ferrix look down upon the other clans, seeing them as corrupt. They still worship the sea deity Pelagius, but also worship the old kingdom in a way. They prize artifacts from the kingdom above all other things. The sigil of the Ferrix clan is the octopus which is also the holy symbol of Pelagius who is an octopus headed god and often manifests in the shape of an octopus.
Amikar, Clan of the Coast
The Amikar clan is the friendliest of the sea gypsy clans. They are primarily traders and interact often with other seafaring races. They use larger boats than the other clans and frequently carry cargos long distances. They are most frequently found in the Sea of Chaos. They are frequently found in fishing villages and port towns. Although Ferrix and Grydol clans of sea gypsies will set foot on land, the Amikar are the only sea gypsies who will sleep on land overnight, even multiple nights. However, even the Amikar will not venture out of sight of the sea. The sigil of the Amika clan is the dolphin.
Mogtari, Clan of the Deep Sea
The Mogtari clan is known as a clan of extremists in every sense. With regards to the Law of the Sea, they are absolutists. The Mogtari refuse to set foot on land under any circumstances. They are highly aggressive and war-like. They wage war against everyone, including the other three clans. They practice extreme body ornamentation (tattoes, piercings, scarification and so forth) which always uses materials from the sea. Sea shells, shark teeth, crab claws, fish bones and squid ink are all used. Such materials are woven into their dreadlocks and pierced through flesh with wounds allowed to heal around the ornamentation. This procedure has a high rate of infection and helps weed out the weak from their ranks. This ornamentation is intended to make themselves seem more monstrous to their enemies. The Mogtari are known to attack ships, raid fishing villages and take prisoners. The sigil of the Mogtari clan is the ripper shark.
Grydol, Clan of the Horizon
The Grydol are a clan of explorers who sail far and wide through all the seas. They can be found from Ethara to Sarid and some, according to legend, have even sailed off the map into the great ocean behind. For the Grydol, the sea is the path to adventure. The sigil of the Grydol clan is the sea serpent.
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This website was last updated April 30, 2025. Copyright 1990-2025 David M. Roomes.