Player Guide #
Entering Majira
Approaching the edge of the Majiran desert the first thing you notice is the sudden rise in temperature. With the grass and low brush slowly giving way to rock and sand, there’s nothing left to stiffle the heat. Across the dunes of the Silhol Valley you can see that heat shimmer and bend the horizon. You realize that forging ahead into that wide expanse of golden sands would be a death trap for anyone foolish enough to do so without a guide.
Making it through scorching days and cold nights to arrive at one of the settlements at the heart of Majira, you find cream-colored buildings rising from the desert floor. Towers with tall openings at the top jut skyward from every building and broad fabric shades stretched between them billow softly in the breeze. Suddenly you notice the scent of the air change, the dusty void is replaced by a sweet floral fragrence mixed with the deep pungent smell of incense. As you approach, you can hear the sounds emanating from the busy marketplaces and feel the hot arid air begin to feel more tolerable.
Border Crossing
Long before you’ve entered the Silhol Valley you will have to secure a Wayfinder, your guide through the desert. This is the first part of the vetting process. The Tabaxi don’t concern themselves with a secure border like other nations because without someone willing to take you to your destination, you will die long before you got there. Your guide will shepard you into Jandar’s Fall where you will be offered cool mint-infused water. By accepting their hospitality you are agreeing to abide by their laws and as such will be treated as a guest. As you drink a scribe will ask for some details about your visit and, since you aren’t a merchant with a pre-existing arrangement, you will be required to pay an entry tax. From here your business is your own and you are welcomed to the city.
The Laws, Customs and Taboos
Speaking with your Wayfinder you learn a number of useful things that might help you in your travels.
- The tall Windcatcher towers that rise from every building and the vast water filled cisterns below the city are considered sacred. Tampering with them will be met with heavy consequences.
- Intentionally wasting water or using it for vanity, such as decorative fountains, will result in the offenders right to water being restricted. Repeated infractions are punishable by execution.
- During the hottest part of the day, the outdoor markets close so that citizens may retreat into the cooler interiors. During this time the streets become much quieter and you will only see those with necessary business out and about.
- When a traveler successfully completes a journey led by a Wayfinder, it is customary to give the guide a remarkable stone that was found along the way. While they have no trade value, they represent the path safely walked and are used to decorate the Wayfinder’s dwelling.
- Anyone who is suffering from the heat of the day must be allowed to take shelter in the shade so long as they are peaceful and denying someone sanctuary or charging coin for taking refuge in the shade would be considered the gravest of social transgressions.
- It is a tradition to carry a small pouch of sand from their place of origin and it’s a terrible omen to lose it, as it’s believed that your life’s path is within those grains of sand.
Currency and Commerce
The currency is minted as precisely cut shapes so that any shopkeeper can verify the coins authenticity by inserting them into calibrated slots on a shop counter. Coins have various shaped central cutouts that allow them to be secured on a cord of leather to help avoid loss or theft. The major banks of Kemet have joined together to standardize coinage to simplify trade across the world. While the face and shape can be designed freely, the coin must meet a standard weight and purity in Copper, Silver, Gold and Platinum to be accepted as currency outside its minting nation.
- Silt (Copper): A small, square coin with rounded corners and a square hole in the center. Its surface is intentionally textured and rough, mimicking the grit of the desert floor.
- Vane (Silver): A thin, elongated diamond shape with a vertical slot running through the middle.
- Sirocco (Gold): A curved, S-shaped coin with two small, square cutouts at either end. The cutouts are designed to “whistle” slightly if blown across, a nod to the city’s windcatchers.
- Dune-Star (Platinum): A circular coin with eight sharp serrated points around the outer edge and a cross-shaped void in the center.
Rumors and Folklore
You also hear some things that may not be rooted in truth or which may be just wild conspiracy theories or folk tales.
- Never pick up stones that have faint blue veins while in the Silhol Valley. These stones are believed to act as anchors for viscious sand beasts and disturbing or carrying one is an invitation for the desert to swallow you whole.
- Whispers in the market suggest that Wayfinders don’t just know the desert, they speak to the shifting sands and are guided to where they want to go.
- A tale suggests the Windcatchers are actually giant musical instruments and if the wind hits them just right they will play a beautiful melody.
DM’s Guide #
(Click to expand sensitive lore)
Present Day Overview
Government Structure: Theocratic Meritocracy
Population: 130,411
Synopsis: Majira is a highly centralized, neutral state ruled by a council of master Wayfinders, whose true power lies in their unmatched ability to navigate the desert safely, which they use to maintain absolute control over the central Silhol Valley.
True History & Key Dates
1,529 AR: Jandar Tornalis begins the creation of the Tabaxi army in the Silhol Valley.
c. 1,535 AR: Jandar’s psychic link fails; the Tabaxi achieve self-preservation and slay their creator.
c. 1,590 AR: Tabaxi clans, led by NAME3, discover the natural cisterns in the bedrock of the desert and being the construction of Jandar’s Fall above them.
c. 1,600 AR: Sunwhisker guides the initial city-building and establishes the foundational laws of communal sharing and responsibility. The Wayfinders are created as an official body to manage external relations and trade.
3,914 AR: Quickclaw, a highly skilled Wayfinder, institutes the meritocratic system, creating the Speaker of the Sand and the governing council. The surrounding desert is officially claimed and named Majira.
Societal Norms
• Wayfinder’s Echo: When a caravan is sighted approaching Jandar’s Fall, the gatekeepers use highly polished mirrors to signal to the Wayfinder who responds with flashes of rythmic signals that indicate their clan and the number of guests coming to the city. This allows the guards to verify those approaching the city but it also informs the scribes to prepare to welcome new arrivals.
• Cistern Watchers: Across the city are various cistern access points that are highly guarded but to combat fatigue from the sun they also maintain a source of water for anyone traversing the city who needs a drink. Stemming from a time when nomadic travelers would share news with the isolated clans, it has become tradition to share a piece of news in exchange for a drink making these stations an important source of information across the city.
Internal Conflicts & Secrets
• The Ancient Guilt: While publicly celebrated as a triumph, the memory of killing their creator is a deeply suppressed source of internal anxiety and a fierce drive to ensure no Tabaxi is ever enslaved again. The stories told to outsiders are sanitized.
• The Cistern Safety Net: The blueprints of the cisterns are tightly guarded as a failsafe against invasion or sabotage. Protections were built into the system to prevent contamination from spreading throughout the entire water supply.
• The Old Clans vs. The Meritocracy: While Quickclaw’s system reigns, the surviving leaders of the old nomadic clans still hold significant sway among traditionalists, often quietly resisting highly radical changes proposed by the younger, council-led Wayfinders.
Key NPCs & Power Structure
Coming Soon
Economy & Military Might
• Economy: Wealth is entirely generated through passage services and the Central Market Tax on all goods passing through Jandar’s Fall. They trade access and safety, not resources. Gold is common, but knowledge and water are the true currencies.
• Military: No formal standing army. The Wayfinders are the de facto military. They are masters of guerrilla warfare and desert ambush. They are highly defensive and would never launch an offensive war themselves, preferring to let the desert take any invaders.
Adventure Hooks
• Intelligence: Another nation has bribed a low-ranking Wayfinder to steal a map to the main cistern network. If this information were to make it into the wrong hands the whole population of Jandar’s Fall could be at risk. The party must intercept the rogue agent before the information leaves the Silhol Valley.
• Social: One of the Tabaxi elders believes the current Speaker is becoming corrupt and hires the party to investigate the Speaker’s secretive dealings with a known bandit organization near the border.
• Survival: A critical trade caravan the party is guiding across the continent decides to try to save time by travelling through the Silhol Valley. They become lost and disoriented, leading to the party to run out of drinking water and forcing them to rely on their wits against the cruel desert.
Language and Linguistic Guide
Linguistic Influences
• Arabic: Q, Z, Kh, H, W.
• Egyptian: Pt, Ntr, Ra, Amun, Khem.
• Swahili: M, J, L, B, Ki.
Naming Conventions by Category
• Soft/Rhythmic: Agriculture and water themes using Swahili-heavy roots and soft vowels.
• Hard/Grounded: Mining and defense using Egyptian or Arabic roots (D, K, T, P).
• Flowing/Melodic: Trade and travel themes using Arabic-heavy roots (W and L sounds).
People & NPCs
• Tabaxi: Rhythmic with sharp breaks with frequent use of apostrophes (e.g., K’hiri, M’sati).
• Naming Logic: “Stone to Flesh”, names evoking a mix of curiosity and survival.
Places & Locations
• Settlements: Single-word titles, 2-3 syllables (e.g., Sahara, Pwani, Kitalu).
• Geography: Use prefixes like Maji- (Water) or Al- (The) with suffixes like -wadi or -hara.
• Industrial: Utilize hard phonetic structures with Egyptian roots (e.g., -Het or -Dhar).
Organizations & Technology
• Groups: Pattern of “The [Function]” using English or Swahili roots (e.g., Silent Wadi, Umoja Circle).
• Items & Artifacts: Descriptive English or Egyptian-inspired names connected to Sun/Stone (e.g., Eye of Ra-Maji).
