Mahadasa is a strategic center of trade at the center of Sakura, or the middle part of the Karya Coast. It is a rare town of peace and stability, of strongly enforced law and order in a largely lawless land. Mahadasa is ruled by a Mayor, or rather "The Mayor"—as it has always been the same Mayor in living memory. This Mayor is, however, quite reclusive, making appearances only a few times each year.
The Free Township of Mahadasa
Mahadasa is a small walled city, with an "undercity" that is carved out of the rock below the city, and the city proper above ground. Mahadasa is at the heart of a long valley along the River Tam, and the entire Valley is considered to be under the rule of the Mayor. The limits of the Mayor's power are marked by a patrolled wall that is rumored to have magical reinforcements.
Commerce
For most of its history, Mahadasa operated without any tolls or tariffs, although that has nominally changed recently. We say nominally, because the list of exemptions is extensive, and the majority of regular trade may well be exempt from this new policy.
At the crossroads of the Svaanita Pass Road (locally called the Hightower road), there are no effective alternatives to passing through Mahadasa. With the recent return of the Dwarves of Tresvhelm to the world of trade, Mahadasa has scored another victory in its cap with a "most favored" status in facilitating the Dwarves desire to begin trading their seemingly vast wealth.
Mahadasa itself is especially known for fine wools, silks, and other textiles, and has a variety of notable merchants in the town itelf:
- Adjazhi’s Goldworks
- Amrtapa’s Tea Shop
- Garmuk’s Pyrotechnics
- Khakhya’s Herbs & Alchemy Outlet
- Sir Salaban the Dramaturge
- Felsa the Fletcher
- Saunika the Butcher
- Ullaghata the Butcher
- Dhana’s General Goods
- Dimakar’s Steel
- Minod the Mad’s Mercantile Emporium
- Karmara’s Armory
- Tamarka, Silver-smith
- Kutil the Tool smith
- Mochika the Leartherworker
- Vayi, General Textile
- Pattakar, silk weaver
- Sauchi's work-wear
- Uti's Finery
- Vastram, Master Tailor
- Granthin's Books & Scrolls
- Suvinaya the Archivist
- Yazh the Luthier
- Anugrahin's Enchantments
- Manika's Gems & Jewels
- Lord Vita's Pleasure Palace (brothel & casino)
- Tenavesa's Temple of Healing (high-end, spiritual brothel)
- Vaidya the Surgeon (and coroner)
In addition to these, there are many other practical merchants such as cobblers, coopers, cabinetmakers, spinners, brewers, millers, bakers, fletchers, candlemakers, glassblowers, hatmakers, and potters, as well as builders of various sorts, a regular farmer's market, and of course, the taverns, the most notable of which are listed here:
- The Mahadasa Manor Inn
- Somewhat fancy, only a few rooms, top tier merchants or government officials; more used for its private rooms than its accomodation.
- The Crystal Flagon
- Food and drink only, expensive establishment, for those who want an extra fine meal
- Quill and Quiver
- Somewhat expensive hangout for experienced travelers, adventurers, magic types welcome
- The Ear
- Once, “the Bar” but the curves of the B have been sliced off; most commonly frequented "adventurer's" tavern; has a notice board of those seeking help from the region's explorers, scavengers, and soldiers for hire.
- Merchants Welcome
- An upstart semi-pricy stable-and-inn not-too-subtly marketing to the merchant class, but with some success as the prices are better than some, and the rooms clean and plentiful, and the stables safe.
- The Perfect Pint (And Brewery)
- Run by local brewer and carrying only his local ales, of which there is generally a smoked porter, a strong stout, a pleasant pale, and something more experimental. There is one common hall for inexpensive accomodations
- The Blessed Grape
- Mahadasa's wine bar
- Fire and Ice
- Local distiller and potion maker also runs this establishment specializing in distilled grain drinks, both locally made and imported
- The Old Tavern
- Allegedly the oldest tavern in town, in a low level, a good hearth, good music, good drink, good food, decent rooms
- New Tavern
- Allegedly the second oldest tavern in town, not far from O.T., also a good hearth, rival music, decent rooms. Main room becomes a common sleeping hall at midnight, everyone rousted for breakfast at 7, no other rooms.
- Bread ‘n Booze
- In the “tavern district” O.T. and N.T., but off an alley; once upon a time this was a legitimately “low folk” locale, but has been essentially run by the investigator’s office for some time, and is more a chic place for wannabe rough-kids to hang out.
Government
The Mayor's House
The mayor himself is rarely seen, even by his staff. He retreats into private quarters for days or even weeks at a time and makes public appearances only a few times per year. However, he is always available in a moment of crisis. Generally he only leaves the residence to negotiate with local warlords. Matters of justice, security, and administration he leaves to his staff.
The Mayor’s House is the defacto city hall. The day to day operations of the city are run by the council. Council matters and judicial issues can be appealed to the Mayor as the appeal of last resort: if the Mayor does not overturn the decision, however, the peitioner incurs a substantial cost, enough to bankrupt many citizens. And the Mayor overturns a decision so rarely that it is considered a desperate move. Nonetheless, the Mayor is known to be utterly honest, and to brook nothing less than absolute integrity from his council and staff, which means injustice on the part of his officials is rare, but if it happens and the Mayor gets involved, it will go poorly for his own team if the petitioner wins.
The Council
There is a council of seven, each of which are theoretically co-equal, but the departments of very different sizes.
- The Watch
- The watch is a small group of about 20 lightly armed fighters who do little more than break up bar fights. Anyone stupid enough to commit a crime in front of a member of the Watch will get hauled in, but they are not generally there to enforce laws, but to prevent trouble.
- The Guard
- The Guard maintains the borders of Mahadasa, and are generally well-equipped. The Guard includes both warriors and battle-mages. This is not a large force, numerically, as Mahadasa does not typically undertake military action. But it is thought to be formidable nonetheless.
- The Investigator's Office
- The city investigator and her team are charged with preventing crime, and there is NO accepted or tolerated crime in Mahadasa, including pickpockets, thievery, murder, etc. Citizens of Mahadasa (a slightly fuzzy term) are generally law abiding. The laws are generally restricted to violence against another’s person or possessions. Other activities sometimes considered criminal, E.g., prostitution, drugs, gambling, etc. are all perfectly legal and unregulated in any way.
- The Judge
- An office of one. All interpersonal disputes and criminal charges are brought before the Judge. The Judge is personally selected by the Mayor, and serves a 3 year term. Judges are usually elderly, retired, and lifelong residents who have been in good standing for a long time. But not always.
- City Works
- A well funded department which coordinates with the local construction professionals to maintain roads, bridges, running water, sewers, walls, and approve all construction. Anything more substantive than a barn, anywhere in the valley, requires approval from city works.
- Office of Records
- The office of records takes an annual census, and keeps the birth and death records of Mahadasa. They have a surprisingly large staff, and messengers come-and go at all times of day and night, often on errands that take them out of the Mahadasa Valley entirely.
- Office of Financial Security
- Taxes and tarriffs. Nobody loves them. Gotta have 'em.
Current Events
It is rumored that significant events in or near Mahadasa led to the entire transition of the Queendoms out of their ocean-paradise and into the new world of Dura.