The Serican Commerce Republic

Based in the islands of the Serica Band, this democratic republic is home to nearly 200 million people. Most would consider it the most diverse nation of Arcatia, characterized by intense competition, debate, and even conflict. A cavernous gulf exists between rich and poor, and nearly half of the Serican population is made up of unregistered citizens, neither punished nor protected by the law. Serica traces its founding to approximately 10 S.E.C., when the numerous independent city-states that so bitterly competed and even outright fought in the years before had no choice but to stabilize their relations in the face of more cohesive international powers. This (depending on your academic opinion of The Jahangi Coalition) makes it the youngest Arcatian nation-state, though its cities are among the oldest.

Many of the Commerce Republic’s problems have their root in the endless power struggle between the federal government and corporate interests. On the one hand, many Supercorporations are bound by crippling service contracts to the government, forcing loyalty to the national interest. On the other, corporate education, transport, and even security services are quickly outpacing their public equivalents, taking the fate of large sections of the population out of their government’s hands. Any regulatory measures are quickly defeated by common-interest alliances between the corporations. Loyalty is another issue. Some corporations command enough influence over their employees to coax them into direct violation of the law, while federal employees and those who try to maintain non-corporate businesses obviously enough side with the government, sometimes to a militant degree.

The Commerce Republic is headed by a President, whose decisions are informed by 12 Regional Counselors, 12 Cabinet Advisors, and 12 Global Representatives, all of whom are directly elected by the populace in tiered 4-year cycles (there are elections in one category each year). Global Representatives hold the majority of negative public sentiment, as they often represent corporate or foreign interests.

The Commerce Republic spans fourteen supercities and hundreds of smaller settlements and facilities, as well as the semi-independent Congressman lighter than air vehicle. Its interests are protected at home and abroad by ISIS and ESIS respectively, paramilitary organizations utterly loyal to the federal government with few corporate ties beyond their arms contracts. Rumors of a third militant organization that acts as a powercheck on all other elements of Serican society persist, but have not been confirmed. As crime and corruption typically stretch far beyond the reach of conventional government forces, employment of mercenaries, vigilantes, and bounty hunters is extremely common, and all are considered legitimate and profitable careers. Corporations frequently utilize their own security forces in and around locations under their ownership, and are permitted to enforce regulations beyond traditional Serican law in these areas.

There is no unified Serican detention or rehabilitation system outside of temporary holding cells and prisoner transports. Sentencing takes one of four forms; fines, indentured government labor, exile, and execution. Exile consists of permanent revocation of citizenship and transport to non-sovereign territory. As this can end up creating more trouble for the government, it is usually reserved for ‘example’ cases seeking to make a point (or for people the Republic simply can’t afford to kill, for political reasons or potential future utility). Foreign nationals are typically deported without possibility of return for higher offenses.

The main territory of Serica is divided into three great regions. The Core denotes the area inside the seaborne mountains the ring Serica to the East and West, housing almost half the population and considered the cultural standard of the country. The Wall describes those mountains themselves and the islands outside of them. Wall cities tend to be characterized (or stereotyped) as each possessing a fairly unique culture, with their own strong accents, customs, and prejudices. Finally, the Eye of Serica houses much of Serica’s power generation and atmospheric monitoring and maintenance equipment, as well as the capital itself.

Core cities:
New Hope

Wall cities:

Eye cities:

Notable Serican military assets:
Aerotech Vortex Joint Operations Aircraft
Aerotech Swiftwind Pursuit Vehicle
Windhammer ‘Breaching Boat’
Aerotech Tornado Assault Aircraft
Aerotech Firewind Strike Fighter
Aerotech Ironwind Strike Transport
Aerotech Hurricane Carryall/Ultra Heavy Transport
Aerotech Tideknife Tactical Hydrofoil
Firewave Strike Vessel
Stormblade Strike Carrier
Stormshield Security Cruiser
Irontide Assault Carrier
Stormhammer Assault Carrier
Typhoon Command Carrier
Tsunami Missile Sub (Antiquated)
Thunderhead Battlecruiser (Antiquated)

The Serican Commerce Republic

Arcatia DerFrownmacher