πŸ”’ Canon

The Grand Combine

The eight Great Houses that govern Jinjara

At a Glance

What
The council of eight Great Houses that leads Jinjara
Nature
Not landowning nobles β€” administrative departments under a unified code of law
Chair
House Tahlama, led by Neru Dolah, holder of the Chair
Funded by
Taxation, plus each House's own private enterprises
Beneath the surface
A web of alliances and rivalries, some public, some hidden

The Grand Combine

From the chaos of their world's birth, the first peoples of Jinjara forged an order. The Grand Combine is the council of eight Great Houses, each founded by legendary figures and shaped by the unique nature of their home islands. From the stoic builders of House Angalo to the furtive loremasters of House Katro, the spiritual guardians of House UnΓ₯ia to the wealthy merchants of House Sai, each house administers a vital part of Jinjaran society within an intricate web of alliances and rivalries. Under the ancient, watchful eye of its founder, Neru Dolah, the Combine leads Jinjara and strives to maintain peace and balance for its people.

The Great Houses

The Great Houses function like municipal departments, each specializing in a key aspect of governance. Unlike traditional noble houses, they are not landowners β€” instead they administer cities and surrounding regions under a unified code of law. Each House may enact local laws to address regional needs, provided they don't conflict with the common law. The Houses maintain order in their territories and support Gendarme operations, which report to the Combine through House Tahlama, the House that holds the Chair.

The Houses are funded through taxation, providing the resources needed to fulfill their obligations. Most Houses also run their own enterprises, leveraging connections and influence to build considerable private wealth. Rivalries exist between the Houses β€” some public, others hidden. Each pursues its own aims, playing a delicate political game within a council designed to act in unity.

House Tahlama β€” The House of Harmony

Region: Western Tohsa Β· Seat: Toh'Tahlama

As head of the Grand Combine, House Tahlama's primary role is to rule β€” responsible for order, diplomacy, and stability throughout Jinjara. They are widely popular and viewed as the bedrock of Jinjaran prosperity. The House is led by a family council of 22 members, one from each family branch. Its head, and the leader of the Grand Combine, is the ancient Elven woman Neru Dolah, one of the few remaining full-blooded elves in Jinjara (all of whom are in House Tahlama). Calm, composed, and thoughtful, she can be slow to act as she weighs decisions thoroughly. She controls the Gendarme, the civilian police force, and holds significant influence over the Jinjaran navy and military.

Toh'Tahlama, on Tohsa Island, is a sprawling metropolis where artistry and culture flourish in every quarter, kept in remarkable order by a vigilant but unobtrusive Gendarme. House Tahlama is one of the three founding families, with a long-standing alliance with House Angalo β€” the two were instrumental in establishing House Ehn β€” and more recently a solidified alliance with House Zorah.

House Angalo β€” The House of Stone and Steel

Region: Jahdr Β· Seat: Toh'Angalo

A powerhouse of industry and military might, House Angalo is responsible for a large percentage of Jinjara's industrial output β€” raw glass from sand, and the mining of jewels, metals, and other valuables. They partner with House Zorah to create mechano-magical devices and run the construction guilds throughout Jinjara. The House is led by the stern and fair General Kaulen Amberheart, advised by a council of Lieutenant Generals overseeing housing, trade, military, and navy.

Above all, the Angalo value honor and hard work, reflected in a highly organized and disciplined society under more rigid local laws than most. Their capital, Toh'Angalo, is a subterranean city built into the sides of a massive mineshaft β€” a marvel of engineering with nine levels ringing to the hum of forges. Staunch allies of Tahlama since the founding and strong partners of Zorah in the Crystalline Consortium, their industry puts them at odds with the nature-focused House Seera, and their trade guilds compete directly with House Sai. Their military is mighty: the army under General Fenest Firebranch, the navy under Eyvess Stormbreach, and the Mechana Branch β€” war machines and ships β€” under Karai Simad.

House Zorah β€” The House of Discovery

Region: Zorahdi Archipelago Β· Seat: Toh'Zorah

The engine of progress in Jinjara, this relatively new house is dedicated to the preservation of knowledge, invention, magical studies, and open learning. They are credited with sparking The Artifice, a period of unprecedented technological and magical innovation. Their culture is one of intellectual curiosity and meritocracy, valuing objective truth, verifiable knowledge, and ingenuity. Toh'Zorah is home to great schools and universities, most notably the prestigious Academy of Tenai Kata.

They specialize in knowledge-based industries β€” alchemy, enchantment, tinkering β€” and are key partners in the Crystalline Consortium with Tahlama and Angalo. Ambitious and diplomatic, they maintain a strong alliance with Tahlama and Angalo and a separate alliance with their neighbors House Seera, and hope to see the balance of power on the council preserved.

House Katro β€” The Keepers of Lore and Lineage

Region: Tahana Siva

One of the three original founding houses, House Katro is Jinjara's official Chief Cataloger and Steward of History β€” the House of Record, managing the largest collections of pre-Awakening artifacts, preserving Jinjara's fragmented past, and maintaining the official genealogies of prominent families. They are seen as dedicated, if aloof, scholars, their meticulous attention to burial rites and ancestor worship framed as vital spiritual diligence in honor of U'Naim Ana.

It's whispered that the Katro are more comfortable with the dead than the living. Travelers from Tahana Siva speak of a pervasive paranoia β€” the Katro pay handsomely for whispers and secrets, and their archivists are said to know more about the living than the dead. When a rare artifact is "lost" to pirates, a remarkably similar item often finds its way into the Katro vaults not long after.

House Sai β€” The House of Coin

Region: The Darktide Isles

The lifeblood of Jinjaran commerce, House Sai controls the majority of trade, banking, and shipping throughout the isles. Their vast network of agents and caravans ensures goods, coin, and information flow freely between the houses. Defined by pragmatism and ambition, the Sai believe coin is the true measure of power and that everything β€” and everyone β€” has a price. Respected for the prosperity they bring, they are also viewed with suspicion, their loyalty seen as transactional.

"An Angalo promise is forged in steel, a Tahlama promise is written in law, and a Saian promise is good until a higher bidder comes along." Many suspect the Sai have a hand in every black market and smuggling ring in Jinjara β€” a necessary evil providing the illicit goods others won't.

House Ehn β€” The House of Law

Region: The small island chain of Ehn

The judiciary of the Grand Combine β€” the interpreters and arbiters of Jinjaran law, serving as judges, lawyers, and mediators for disputes between the houses. Their culture is defined by an almost fanatical devotion to process and the letter of the law. In the generations since losing the Gendarme, they have cultivated an identity of unshakable integrity, presenting their intricate bureaucracy as a necessary shield against corruption. Their strength is their utter indispensability; while few would call them beloved, their mastery of the legal code is a vital, stabilizing force β€” the bedrock: slow, heavy, and unmoving, but necessary.

It is said the members of House Ehn are "born without hearts, but with scales in their place." Merchants whisper their processes guarantee only that the house with the most patience β€” and coin for legal fees β€” will win. And an Ehnish Arbiter's gavel is said to fall a little harder on cases involving military or Gendarme disputes.

House Seera β€” The House of the Wilds

Region: Eastern Tohsa

Steward of Jinjara's wildlands and natural resources. Their masterful hunters and trappers provide the bulk of leather, hides, and furs, and their skilled herbalists are the primary source of rare alchemical ingredients. Politically, their council seat serves as oversight and a voice for the common people β€” a role won after the Seeran War. The Seera value self-sufficiency, resourcefulness, and a profound respect for the balance of nature, and are seen as keepers of old traditions.

The Seera hold a deep-seated grudge against House Angalo, believing the slag and soot of the Angalan forges poison the land and water. While some dismiss them as primitives, common folk trust them as the only Great House that remembers the villages beyond the capital cities. Their best hunters learn to think like their prey, and their herbalists are said to bargain with nature spirits for knowledge of rare plants.

House UnΓ₯ia β€” The House of Balance

Region: The Spirit Lands

The spiritual stewards of Jinjara, maintaining the temples, overseeing the populace's spiritual affairs, and acting as conduits between the material and spirit worlds. Their primary function is to maintain the tangible, real-world balance of U'Naim Ana. On the council they are a respected neutral party β€” they typically abstain from votes, but when they choose to speak, their opinion carries immense weight. Their culture is one of serene neutrality, spiritual devotion, and scholarly curiosity; their lands β€” like the burial forest of bone-white trees with scarlet leaves β€” are considered sacred.

The Animists of UnΓ₯ia can speak directly with spirits, and their High Animist is said to be a being literally shaped by the spiritual balance of the world. Feared among them is the Sanguine Inquisition β€” the relentless enforcers of U'Naim Ana, punishing mortals and spirits alike who violate its terms.