Kash’Allum and Munta’Saf

Kash’Allum and Munta’Saf

Kash’Allum and Munta’Saf are completely separate cities and yet their destinies and even governance are intertwined.

Kash’Allum

Kash’ Allum was built around the largest stable oasis in one of the only fertile regions in all of Vargainen. It is the center of civilization on Vargainen, and it serves as a stop on every route taken by the nomadic tribes. Inside the city are vast markets that serve as distribution points for the necessities of the citizenry. Haggling is normal and the people are quite experienced at it. The people tend to be kind, open and trusting. In most situations they are upfront, preferring difficult confrontations over deception or underhanded behavior. They take each other at their word, putting great importance on matters of honesty and honor. As such they find it difficult to even visit Munta’Saf where it is very much not like this. A lush river runs through the city giving it fresh water for both the population and the crops. The Idda’Tan, hub of worship for the gods sits in the city center above the river creating a majestic alabaster centerpiece which is surrounded by tan and brown domed buildings. Nearby is the Makjriba, a deep well used by the Dhatsaida to hold trials when needed. The city is meticulously planned with the streets and buildings forming complex symmetrical geometric patterns which can only be fully seen from the peak of the Idda’Tan. Fig, date, and pomegranate trees line the streets, bearing fruit available for anyone who hungers.

Munta’Saf

The people of Munta’Saf are dedicated to the worship of the Dark Three and this is reflected in their culture. They tend to be heavily secretive and corruption is expected at all levels. Large factions rarely form, individuals prefer to hoard power for themselves and aren’t particularly trustworthy. They are heavily influenced by the philosophy of religious balance and they diligently carry out the necessary role of ensuring sufficient worship for the Dark Three. The teachings of the Dark Three are woven into everyday life for each citizen. Open worship, including rituals, is performed through the city. Frequent one-on-one fights are used to challenge or establish dominance. Causing prolonged suffering for rivals is expected. Struggle and survival are part of their heritage and values. Even though any citizen in Munta’Saf could go to Kash’Allum to acquire food from the markets there they instead choose to fend for themselves taking pride in what they can accomplish fighting for resources. Alliances are formed and betrayals common as the Dhatsaida seek to gain influence over each other and to gain the favor of the Shevos. Some say the Shevos is capable of seeing every deception and scheme inside the borders of Munta’Saf and so it is their duty to make sure that the Shevos sees their devotion. Marriage is a political move, extramarital affairs are commonly used to gain influence over an individual or their spouse. Murder of one’s spouse is considered taboo, though untraceable ‘accidents’ are not uncommon within the Dhatsaida. Because children are seen as useful bargaining chips, Munta’Saf gladly sends their children for education in Kash’Allum until they come of age. Should the child choose to return as an adult they are celebrated with initiation rituals, challenges, tattoos and other family traditions. Public condemnation is sometimes carried out by stripping an individual and leaving them in the market district. Physical injuries are seen as easy enough to heal, but embarrassment and public scorn can be difficult to recover from. The city of Munta’Saf is a vast collection of intricately interwoven obsidian spires with the Kolbarain, a great temple to the Dark Three looming over it just on the outskirts. Many of the luxuries of Kash’Allum are missing there, which the residents find preferable, for the Dark Three give nothing willingly. In place of waterways are maze-like alleys, and instead of fruit trees there are numerous secret passages.

Culture

In the years after the Sundering the leylines to and from Vargainen broke. This resulted in a weakening of all magic on the remaining portion of Vargainen. The most powerful spells were no longer accessible (the 4th and 5th ranks of each school to be precise), and artifacts failed. Some rituals did not function any longer and the Fae departed never to return. This had many impacts on the culture that developed in the aftermath. The recently dead could no longer be Revived, battle was a much more deadly thing. Travel by leylines was impossible and the most potent of defensive magic was not available to protect against the increasingly hostile environment. Many died in the first years, and as resources became more difficult to find survival was very much a question and not a certainty. This made cooperation a requirement for survival. In general all individuals on Vargainen are treated with respect, from the Voz’Venzi to the most lowly of beggars. In the eyes of those from Vargainen everything is a creation of one divinity or another and therefore is worthy of a fundamental respect. If your neighbor is hungry, then it is your duty and privilege to feed them. This level of cooperation is not only a moral responsibility but a necessity for survival in the harsh lands. Among the twin cities of Munta’Saf and Kash’Allum the most successful families came to be known as the Dhatsaida, a singular and plural title. These families served as advisors to the leaders of each city. Each Dhatsaida family is large, large enough to have members in both cities. The two branches are separate, the members of a family in Kash’Allum don’t make regular contact with their cousins in Munta’Saf and vice versa.

Lifestyles

The children of all of Vargainen regardless of where they are born come to Kash’Allum to be taught. This begins starting at their fourth birthday and continues until they are 16. Every child is extensively taught about the Decade, about the importance of maintaining the balance between the gods. They learn of the Sundering of Vargainen, the Reckoning that came after the goblinoids were slaughtered, literacy, arithmetic, and of the cultures of the twin cities as well as of the nomadic Verdurans. Each is also given a basic understanding of magic even if they show no proficiency. As they grow older and their education nears its end the emphasis becomes more about combat and survival. They learn ways to defeat the Veilwalkers that roam Vargainen. It is understood that all must be ready to defend their cities from these creatures. All develop some way to contribute, be it through magic, alchemical creation, combat, or healing. Children still see their families as they grow, those from Munta’Saf visit home regularly. The children of Nomads and Munta’Saf are housed with temporary guardians in Munta’Saf who are responsible for their well being while they are there in the city. Orphans live in the academies themselves but are often quickly adopted by Kash’Allum families. Upon graduation the children get to decide their own fates. They are allowed to decide if they wish to remain in Kash’Allum permanently as residents there or if they wish to become citizens of Munta’Saf. In either case they are allowed to visit their families as often as they desire, often those hosted by families in Kash’Allum grow close and they become a second family. The two cities have no prohibitions against travel back and forth. This decision has more to do with maintaining the balance between the two cities and allowing individuals to decide for themselves if they feel more inclined to serve the Dark Three or the Sept to sustain worship of the Decade.

Art

In Vargainen art tends to be practical. Materials are scarce, and for the nomadic tribes travel is common. Decorating everyday items to be as beautiful as possible is common. Clay is one of the more readily accessible materials and it is used in a great deal of art. Intricate art and sculpture are popular throughout both cities. In Munta’Saf these sculptures are also used for communication. In times of political unrest Munta’Saf will decorate walls to conceal secret orders, clever sabotage of such messages is both cursed and admired. In Kash’Allum clothing tends to be looser, reflecting the trends of the Nomadic tribes. New fashions come and go quickly with the only uniformity being the popularity of bright, patterned clothing and headwraps. When pigments or dyes are available they are often in high demand. In Munta’Saf clothing styles are intended to reflect the appearance of control. Clothing is commissioned to fit perfectly and care is taken to make sure their appearance is unified and well-groomed. Stark whites are preferred to tans or grays because they are more difficult to keep pristine. Highly contracted accessories such as black, red or purple scarves are common among the Dhatsaida. Families demonstrate their strength by coining a particular style or item of clothing and those traditions can be passed along a bloodline for hundreds of years. The people of Munta’Saf also use Tattoos as a way to denote loyalty to a particular person. They can also serve as a code for deciphering messages from the individual, as such knowledge of the tattoos of the Dhatsaida is highly coveted knowledge. When trust is broken tattoos are removed through burning, flaying and tattooing over the original until it is no longer recognizable. Before forming alliances it is common to inspect others for signs of such betrayals. Due to the massive amount of stability in the Twin Cities and the dry desert air, books have a very long lifespan. Literature dating back centuries is surprisingly available to anyone who wants it. Music is played loudly and with pride. Public gathering places aren’t

Inhabitants

Humans, elves, earthkin and verdurans are the only residents of the twin cities. Though there are verdurans present there they are few in number, most prefer to remain among the nomadic tribes. The remaining species are dominantly human, followed by elves with earthkin being the smallest portion of the population. This likely reflects the distribution of those species in the time before the Sundering.

Naming Conventions

Jimmy Halp!

Religion

The people of the twin cities (and all of Vargainen) are focused on the worship of the Decade. They try their best to hold each of the ten gods in equal reverence, recognizing that each has positive and negative qualities. Draconus however is held in contempt there, seen as the god who abandoned the world when it was in crisis. Thanks to the terrible writings captured from partially transformed Veilwalkers the people are also aware that the Veilwalkers serve a godlike being of their own. This being has been dubbed the Entity and it is hated and feared by all of Vargainen. Worship of the Seven and the Three at the same time is both challenging and believed to be inappropriate. After all, neither side approves of the other. Instead worship of the Seven is done in Kash’Allum, and worship of the Three takes place in Munta’Saf. Each city has numerous temples but are built around focal points which double as seats of government.

Kash’Allum

In Kash’Allum the people worship the Sept through a variety of temples throughout the city. The Idda’Tan can sometimes be the central location of worship but only when the Voz’Venzi is from Kash’Allum. During the years when the Voz’Venzi is from Munta’Saf the inside of that building is ill suited to Sept worship, and so the additional temples around the city are the primary locations for worship. During daily life the people of Kash’Allum venerate the Sept where possible through deed. They care for one another and their city as best they can. Education is taken seriously and each student learns to fight enough to be able to defend themselves if they ever need to.

Munta’Saf

In Munta’saf the primary temple is the Kolbarian named for Kolbis the Bold, founder of the Templars of Wahkarn. It is a vast elaborate network of obsidian spires that pierce the sky. The high priest of Grak, the Scarred One is the most revered of Grak worshipers. They earn their position through deeds of conquest and violence. Annually a single challenger earns the right to challenge the Scarred One in mortal combat for the right to wield Ascia, a chipped and ragged black-iron ax, which serves as the symbol of office. This ax is a relic with a storied history of great warriors dating back to the time of the Gods. The high priest of Nox is the Pox who grants others forbidden knowledge that sinks into the mind of the faithful like the most potent of poisons. Each pox lives in a constant state of decay and suffering due to ingesting a concoction primarily made of bile that grants them mad insights into Nox’s will. These mad insights led to the discovery of such tools as Blightfyre and Blightsteel Balm. Finally the high priest of Darkness is the Shade who is the grand schemer, proven for their ability to outwit and outthink their peers. The Shade becomes completely nocturnal, only appearing publicly on moonless nights to give sermons. They live alone in the blackness at the heart of the Kolbarian where they read ancient texts without candle light to guide them. The Shade only interacts with others, even the Shevos who also lives within the Kolbarian, when it is necessary for them to perform their duties. The most holy event in Munta’Saf is the yearly pilgrimage to Wahkarn. This caravan begins at the Kolbarian and is required by any true devotee of the Dark Three. There is a carnival-like atmosphere with magicians and soothsayers performing in the streets of Munta’Saf. The celebration lasts for an entire day until nightfall at which point the pilgrimage begins. At the head of the caravan are the three high priests of the Dark Gods. During this time the Shevos remains in Munta’Saf and it is rumored that on this night the Shevos walks the empty streets of the city.

Economy

There are no formal currencies on Vargainen, it primarily relies upon a barter system. One standard form of exchange are jugs of water which are always useful there. A full barrel of water on Vargainen has roughly the same value as an exotic coin (worth 100 coins) on Novitas. Pitchers are roughly one tenth of a barrel and thus are comparable to a silver (10 coins). Food has great value among all the species except the Verdurans, but even the Verdurans will trade for it if properly preserved because they know they will be able to trade it elsewhere safely. Metal is available but not in large quantities, there are few mines on Vargainen. Likewise wood mostly grows at the various oases and can hold decent value. Most homes are constructed out of sandstone. Glass and pottery are both very common, one of the two are used to store most goods there. Domesticated animals, particularly those that can be milked are quite valuable as well, they must be cared for but they can help transport goods as well as providing nourishment.

Merchant opportunities

Vargainen is a continent that has been resource poor for 1600 years and it’s only gotten worse with time. A merchant who could manage to transport goods by boat stands to make a fortune bringing supplies, and many merchants on Novitas are preparing to do just that. There are great risks however, there is still so much unknown about Vargainen that could create issues, not the least of which are cultural misunderstandings. The fact that the people of Vargainen all speak Andaranian which is a dead language on Novitas is not helpful. Even if a merchant did successfully bring barrels of water, or high level magic scrolls that would be in high demand there, there is a question of what the people of Vargainen would have to offer in return. Culturally they have a great deal of new discoveries to be brought back, books and knowledge of a foreign culture could be of great interest to some. But they don’t have any industry to construct trade goods, and certainly don’t produce to excess for the purpose of exporting.

Government

Kash’Allum

Kash Harad, founder of Kash’Allum was given the title of Voz’Venzi and led the people there for the remainder of his life, dying a beloved and venerated leader. During his time as Voz’Venzi he had assembled a council of nobles who were called the Dhatsaida. Upon Kash Harad’s death the Dhatsaida chose one of their peers to become the next Voz’Venzi. With the addition of Munta’Saf a balance had to be struck. Worship of all the gods could not be equal if each city did not have a chance to lead. A system was derived where one Voz’Venzi would be selected from either Kash’Allum or Munta’Saf. The Dhatsaida, who by this point were large enough for each family to have members in each city, would gather when a new leader was needed. There they performed a sacred ceremony using a variety of potent hallucinogenic drugs. During the ceremony each individual would invariably have the same vision. In these visions either the sun or the moon would be wholly eclipsed. A lunar eclipse was seen as a sign that the light of the Sept would burn the corruption of the Dark Three away and the leader should come from Kash’Allum and they should reign for seven years. When it was a solar eclipse it meant that Darkness had covered the light of the Sept and the Voz’Venzi should come from Munta’Saf and they should reign for three years. Once it has been determined which city the Voz’Venzi will come from the Dhatsaida will hold an election among themselves to select the individual. Anyone can be nominated but there are rarely more than three or four, the families know each other quite well and generally have an idea of who the likely candidates will be. They know each other so well that there is no debate or speeches once the nominees are chosen, they simply vote immediately. This is at least in part because they would find it very distasteful for the candidates to speak at length on their own merit or to disparage one another. In either case the new Voz’Venzi moves into the Idda’Tan in Kash’Allum where they serve as leader of both cities. Voz’Venzi can be elected for consecutive terms and this is a fairly common occurrence. The Voz’Venzi is responsible for overseeing the harmony between Kash’Allum and Munta’Saf. This is primarily done by protecting caravan routes and ensuring that each city has enough food and water. As they rule from Kash’Allum the Voz’Venzi keeps in communication with the Shevos of Munta’Saf through messenger crows. Once every two months the Voz’Venzi and the Shevos meet in the subterranean caverns between the Kolbarain and the Idda’Tan to discuss the needs of Munta’Saf in person. Meanwhile the noble Dhatsaida families oversee everything from agriculture to resolving mercantile disputes. Each member of the families from the head of the household to newborn children have the title of Dhatsaida. Each works diligently alongside the rest of the citizenry. It is believed that even with the food and water that can be gathered from oases, cooperation and mutual respect are necessary.

Munta’Saf

In Munta’Saf there is always a Shevos who leads there as the undisputed ruler and spiritual leader of that city. While the Voz’Venzi lives among the people in Kash’Allum, the Shevos is never seen in public. The Shevos lives in the heart of the Kolbarian, an elaborate temple in Munta’Saf, among a handful of servants who are never permitted to leave the temple. This obfuscation serves as a tribute to Darkness who prefers to be in the shadows. A new Shevos is not elected, but rather selected by their predecessor. The method used is a private ritual that allegedly divines the Dark Three’s will. A successor isn’t always someone the Shevos knows, sometimes they are individuals the Shevos has never met… sometimes even individuals from Kash’Allum may be selected. When this happens the individual is notified and they are given three years to get their affairs in order. On the last day of the third year the newly selected Shevos must arrive at the Kolbarian to begin their duties. No individual has ever resisted this call, believing this step is needed to maintain the balance amongst the Decade. The Shevos’ primary duties are to divine the will of the Dark Three and meet with the Voz’Venzi to discuss the needs of Munta’Saf. Through their rule from afar, any decrees the Shevos makes are rapidly shared through the city and enforced without question by the residents. In Munta’Saf there are three high priests of the Dark Three who assist the Shevos in their duties. There is the Shade who is the high priest of Darkness, the Scarred One who is the high priest of Grak, and the Pox who is the high priest of Nox. Each has civil duties as well as religious ones. The Shade handles all matters of commerce and civil disputes acting as a judge or arbiter. Shades are assisted by officers known as Khadi who can handle civil disputes throughout Munta’Saf. They are responsible for apprehending anyone who has been summoned to Kash’Allum for trial. Following the trial, individuals found guilty are sent back to Munta’Saf to serve whatever punishment is decreed. There are some who think very little of the Khadi, accusing them of acting as informants and assassins for hire. Disputes that can’t be resolved by words or contracts are brought to the Scarred One. They act as a mediator in trial by combat. It is their duty to establish a fair and proper situation for the offended parties to settle their issue. Most commonly this is a duel to third blood, but for very serious matters there is an option to fight to the death in the Bronze Ring. This is a large ring of bronze inlaid in the ground located on the edge of Munta’Saf. There are no seats or comforts for the observers. Observers are given spears and they are expected to run through anyone who comes close enough to the edge of the ring. The Pox is the least involved with city matters. Typically they are brilliant scholars and alchemists. Most are also quite mad. It is their job to expand Vargainens knowledge of poison and alchemy. In fact it was Pox Yysyf who discovered Blightfyre nearly a millennium ago. The Pox resides in an ancient laboratory in Munta’Saf that contains all of the knowledge and studies of past Pox.

Authority

The current Voz’Venzi is Vharn’aron of Munta’Saf. They were elected in 1599 and their term will last until 1602. Prior to that was Sokari Asum of Kash’Allum who presided from 1592 to 1599, Sasur’amon of Munta’Saf who presided from 1589 to 1592 and Urmah Namtar of Kash’Allum who presided from 1584 to 1589. Umrah Namtar’s term was shortened due to an incident during his term.

Laws

Crime on Vargainen is rare thanks to the emphasis on mutual respect and social support. In Munta’Saf there is slightly more crime than elsewhere however as circumventing authority is seen as part of the worship of the Dark Three. Individuals from Munta’Saf will periodically come to Kash’Allum to stir up trouble and as long as the trouble is not too great a certain leniency is given to them. When an individual is suspected of committing a crime they are brought to Makjriba in Kash’Allum. This is a deep well located beside the Idda’Tan. The Dhatsaida present will oversee the trial. Though the public cannot see into the well, the trials are announced well ahead of time and the public is allowed to attend if they so desire. Those who are found innocent are promptly released. Punishment for the guilty, impacted by factors such as where they are from and how likely they are to redeem themselves. Individuals from Munta’Saf are generally sent back to negotiate reparations or punishment with the harmed party. Often they will then be temporarily banished from Kash’Allum. If such arrangements cannot be made they are sent to the Scarred One to decide their fate. Those from Kash’Allum are given opportunities to redeem themselves working for the good of the community. The rare few who are found to be irredeemable are ostracized, quietly exiled to the wilds where if they are lucky they find a nomadic tribe willing to take them in and if they are unlucky they rarely survive. Juvenile crime is also given special accommodations. Punishment is not considered an appropriate response, instead the child engages in extended meetings with the harmed party to determine what steps to take next. Community projects and shadowing of the harmed party are two of the most common outcomes of these meetings. The goal is to give the juveniles with more experience and connection to the community.

Military

There is no standing military in all of Vargainen. Each of the cities and outposts rely upon one another too heavily for open conflict. The twin cities do have a shared town guard however, the Al’Kash. As there is little crime to guard against, the Al’Kash largely serves as a defensive force protecting the cities from hostile creatures that roam the sands, primarily the Veilwalkers. Each member of the Al’Kash wears a white sash with golden trim as a badge of their position and so they can be easily distinguished by civilians for emergencies. Leaving the Al’Kash is done for life, once someone has departed they are never allowed to return. Originally the Al’Kash also served as the ones who would wield artifacts from the War of the Gods. As time went on and those artifacts decayed, they lost their legendary properties. This forced the Al’Kash to expand to become skilled warriors and weapon masters to make up for the loss. The Al’Kash are typically outfitted with a bow or crossbow, and a cutlass or halberd. Armor is personally acquired and varies from warrior to warrior. Plate armor is extremely uncommon due to the intense heat and heavy weight interacting to cause dehydration. Metal is also not in great enough supply for such armors to be commonly available.

Views

The Nomadic Tribes

If it were not for the nomadic tribes many resources in the twin cities would run out in time. They bring extra fish, new artifacts, and a variety of other things that cannot be found in enough supply in the city. For this they are always treated with great respect in both cities and few would cause them trouble. Even the more mischievous in Munta’Saf would think twice before bringing harm to one of the nomads, especially because their aid in the annual pilgrimage to Wahkarn is seen as essential to the success of those pilgrimages.

Categories: | | |


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on January 31, 2025, at 01:25 AM
Powered by PmWiki