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.
Interplay of Legal Codes
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.
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