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  1. Organizations

The Mashayan Dominion

Federal Satrapy

The The Mashayan Dominion occupies a land considered holy, with connections to Profundum. Much is made of the rumors that they speak to demons and make bargains with Elves. Once, the The Reign of Eld tried to conquer the region, but was ultimately driven back by a confederation of nomadic clans, which ultimately led to the consolidation of power and the formalization of settled society in the badlands. That king's remains were lost somewhere in the desert, and were never returned. This has been a major diplomatic difficulty, to say the least. The city of Qutrub was once called Aphallon, and many maps still refer to it as such. It goes without saying that to refer to the name Aphallon in the company of Mashaya is to invite any manner of retribution. 

Pre-Dominion Politics and Clan Structure 

The Mashaya have been living in the badlands as separate and independent nomadic clans since ancient times, and many of them still do so today. When Arthur Eld attempted to invade, the clans had to come together and form a clan federation to organize their resistance. This resulted in the creation of several public works and a settled society across a number of townships, including Sahar and the city of Qutrub. At that time, Narova was held as a mainland outpost, having been taken from Armorcia. Unfortunately, the creation of the clan federation also brought about a power structure that was incompatible with their traditional way of life. The Majistir created systems of military power, finance, and magical might that were not in line with their traditional nomadism, family life, and close attunement with nature. Settled Mashaya compete for power and comfort within the Dominion, while nomadic clans struggle with foreign trade imbalances and scarce gold coinage as they try to maintain their heritage. In a way, defeating the The Reign of Eld did not prevent the Mashaya from conquering themselves. Satraps came into existence as the Majistir worked with the most influential clan heads to create settled societies, which were gradually replaced with more cooperative satraps. Each settlement is ruled by a heritage satrap, who are largely devolved powers  except when the Majistir has an interest in their region. Some satraps are left pretty well alone, while others hardly rule at all.

The The Mashayan Dominion stands in open defiance of The Pandect, as it is incompatible with their traditional legal intercourse. The laws that do exist are neither codified nor based on common law. It is assumed by outsiders that either their laws are too sophisticated to be understood, or that there is no law but the will of their tyrant and his cronies. Others suppose demons are the true rulers. The truth is that there is a nuanced interplay between differing political and cultural interests; the Zerzuran Wordbearers and the special agents of the ruler enact policies with interest to the throne, while local satraps rule as devolved powers of cities and villages. Then there are the traditional nomadic clans that are ruled by their heads of family. In the desert, clan heads provide prescriptive leadership while Spice Rangers proscribe conduct between and within clans in the interests of the wildlife and the land. 

Beauty Standards & Class 

Due to their nomadic lifestyle, most architecture outside of settled societies are more for show than for living in. Most prefer to be outdoors, and only the comparably quite wealthy remain indoors. As such, an untanned complexion is used as a status symbol (though those of truly high station feel free to enjoy the sun). 

Novel Financial Institutions

See Thaumographic Finance

Cultural Norms

Use of magic is much more commonplace here than it is in other nations. It is a way of life for many. Without easy access to coal and steel, they make do with Mashay Chartamancy, enchanted paper made from ironwood pulp and saltgrass. It is said they can create anything from such scrolls, even armor, weaponry, and servants. Scribes are highly regarded in society, and many use these magics in their daily life.

The people of the badlands treasure water both for its practical value and its spiritual associations. Since ancient times, religious doctrine has held that the Alsuriea Nahr (Speed's River) is consubstantial with the god Speed themself, whom they call Alsur. They grow their food in river beds at Seleng Nahr, Sefid Ruhd, and Qutrub. The people of the oasis Alquarfhaba are thought to obtain water by magic, but this is neither confirmed nor offically denied.

Spice Rangers prowl the badlands for wild growing spices and herbs, from which they make many interesting tinctures and salves. Many of them wander the land as missionary practitioners of medicine. Some sell their products at Kurzmarch Ford, where they are often sent down the river and on to the eastern kingdoms at a great cost. Mashaya medicaments are as highly valued as their recreational elixirs across the continent. 


Zerzuran Wordbearers

The Al-Qudsi disfavor armor of metal, as metallurgy is difficult with so little fuel to burn in the Zerzuran Badlands. With no coal in their mountains and precious few expendable trees, they turn to Mashay Chartamancy for their main strength. Meanwhile the rank-and-file tend to be unarmored, mostly comprising mounted archers and chariot riders. 

Units of Zerzuran Wordbearers are organized into subdivisions of 5, 25, and 625 men. The most common 5-man unit is a chariot from which archers mount ranged hit-and-run tactics with their ironwood longbows. Each unit is also led by one whose scroll sorceries can provide excellent battlefield communications, adaptable weapons and armor, and even repair or re-armor the chariot as needed.  

Observations Abroad

Orisaarland is their closest neighbor and the most influential trading partner in the region, as goods flow from Sunset Sound through the Fum Alnahr, downstream to the Spinning Sea. Although the majority of the economic policies set forth by the Majistir are aimed at exports, the terms are set by The Tamar Towpath Cartel who also demand suitable imports be able to flow. The Dominion is thereby forced to come to the table - at least, until it can declare war to take the holy river Alsur... Orit are therefore regarded as economic allies in the near-term, and yet also adversaries on another timescale. 

The Reign of Eld is a bitter enemy, despite their distance. The Athosian war of conquest and occupation of Qutrub has left lasting scars, and is indeed the reason the Askari clan was able to form the Dominion in the first place. Anyone from that land is not offered hospitality as a matter of course. 

The State of Cerentuin is viewed as proof-positive that the Alsuriean Solar Schism has ended over a hundred years ago, with potamic theology the victor. The fall of "Karna's chosen people" was, to the Mashaya, evidence that Alsur has spoken. Therefore they are regarded with pity, yet also some delight. 

The Kingdom of Viltmank is the subject of jokes. Sun-heretical fashion victims who hate the kingdom who created them. They fall from the sky on the backs of untameable monsters. Just about the only good quality Mashaya see in them is their evident love of books. 

The Military Republic of Altonbrun, as the focus of the the Alsuriean Solar Schism and their closest neighbor, are viewed with open hostility. The old diplomatic ties with Armorcia are forgotten, and there are few who hope for peace. 

The existence of Mukhlis has made it so the beasts who inhabit the Regency of Canidium not objectionable at all. Their revival of Armorcian culture is well-regarded. Instead, it is the fact of their queen's heritage from Vilan that causes tension. Good relations are not strategically important at the moment, as there is little trade between them. 

The Grand Duchy of Breccia is so distant as to obscure any definite impressions. Those Mashaya who venture far east enough to learn more of The Tempest's Elect and the shocking behavior of the Pirates who dwell there are enough to turn the stomach of all who hear them.

The Tamar Towpath Cartel is an enemy, and one who has been nearly ripe for destruction for quite a while. The Mashayan Dominion does not recognize The Pandect, and since the fall of Armorcia the freehold of Kurzmarch Ford has dubious legal standing. Only its strategic value for international trade protects it.

All characters that are members of this organization.