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I generally prefer roleplaying games made from an established IP (Intellectual Property or known books or movies) for two reasons. First, everyone at the table knows exactly what to expect from a game set in the world of Star Wars, Stormbringer, or Alien, and this makes roleplaying and running a game much easier and more enjoyable. Second, since the early days of the hobby and even now an innumerable amount of homebrew, largely derivative gameworlds have vied for our increasingly limited attention. Aside from some innovative creations such as that of Paranoia, Deadlands, or Dark Sun, the vast majority is pap and good only for bedside reading.
I am happy to say that Coyote & Crow’s gameworld is an engaging and complex civilization, and one that certainly deserves a few novels much more than most of the TSR books from back in the day. If Coyote & Crow ever put out a call for novelists, I would be happy to throw my hat in the ring.
The Fluid Canon of Makasing
First, off the bat I like that Coyote & Crow writers have denied the slavish obedience to canon that hobbles franchises like Start Wars, with its need to jam in ALL creations of the last half century and know the name of every little conflict or character. Instead, C&C writers have baked ambiguity into the setting. They begin the gazeteer thus:
“This information was collected and collated by envoys from Cahokia who have traveled abroad and have returned with various observations. As such, keep in mind that these are their individual observations and may be laden with biases, faulty information, rumor, and conjecture.” (74)
This caveat allows GMs a free hand in bringing Makasing to life, and ensures that every table will have its own, dynamic version of the setting. For my adventure Initiation Day, I set the game in the future when farflung nations such as Hawaii, the Ezcan Empire, and the Inuit kingdoms have reconnected and Makasing faces the challenges of welcoming their disparate values and practices into the Suyata (ie super deputies).
Region 1 - Haudenosaunee (The East Coast)
The northeast coast of Makasing is the home of the Haudenosaunee, a confederation of 5 nations directly south of the glaciers. The Haudenosaunee were the hardest hit by Awis and the flood of refugees it spawned.
(NB What is ‘sogami’? Could be the expanding ice from the north re context of refugees. First truly unknown word, so kudos to their editing. Must have been a massive job)
Haudenosaunee is New England, basically. It is a melting pot of refugees, conquered tribes, and former allies. The five nation Grand Council needs consensus on decisions, and Laws are made by the Council of Sagamores, with an upper female house and lower male house. Considering gender representations still lags in our reality, this is a nice touch.
The region boasts the biggest cities, much like NYC, which are linked by Algonquin traders. Haudenosaunee leads in Daso technology (77), ie the internet, although this term is not explained till over 30 pages later (117). Dunno if this is a mistake or appetite whetting.
Like NYC, Haudenosee is a meritocracy for anyone willing to assimilate, exclusion for those who don’t. The Chahi trade language that allows social advancement can be an impediment if the first language is something else.
The Social Ranks of Haudenosaunee also give it depth:
Yavi - top of social pyramid, ancestors of founding members
Unlad - bottom, Cree and Anishinabee workers who don’t integrate
Gatli - Non assimilated members in northern towns, ceremonial representatives resolving deadlocks by symbolic power. Gatli are mostly explorers and researchers of special Adnadi, monster hunters of the north. LOTS of adventure seeds here!
As do its Factions:
Keepers of the Fire - Masters of ceremony, regulate the Adanadi
Mingo - Western border rangers, half law half bandit or paid guide
Kari Kehro - City builders, grip labour market & huge fortune. Sometimes hire extra legal help.
Northmen - Gatli who are valued for Adanadi but otherwise seen as expendable
Adventure Seed - Dirty Deeds & The Thunder Chief. Kari Kehro city builders hire PCs to get something in a lawless Mingo area.
Tadodahan - This capitol city is (p 24) on what we call the Saint Lawrence Seaway, in other words possibly analogous to Montreal. I like that this implies that river travel is the main route for trade, and that the absence of colonialism means that the trans-Pacific trade routes were never developed. This means that Cahokian urban placement can have very little to do with our world’s geography and instead reflect indigenous patterns of habitation.
I am not American and so might have missed the references to other cities, such as Chalakatha, an Unlad city possibly in West Virginia due to its 6 hills. Kahonto could be Toronto with its Gatlie Northmen population, while Saginaw on the east coast might not be the same place as Saginaw in Michigan. I am clueless to the whereabouts of Ganadag, the ceremonial center in the west.
On one hand, I would have liked a regional map. On the other, decolonizing the mental map of indigenous city = which colonial outpost is a great feature of the descriptions.
TLDR - NYC ruled by city builders.
Region 2 - Ti’Swaq Alliance (Pacific Northwest)
According to the map, this is the Pacific Northwest. Spared much devastation, now wealthy and a cultural power that influences art and design across Makasing. So, non colonial Hollywood. The Alliance is ruled by a hereditary line of female unifiers who hold potlatches to maintain relations and counsel other nations. Some antimonarch sentiment, but elected autocrats and ability to move away keeps peace internally and with neighbors.
Ti’Swaq lag behind other regions in The Gift, but concentrated in portable technology to make up. There are lots of other flourishes that I hope show up in the rules later: Big machines, sun power, airships, weapons, portable microtech, small batteries, gat printers and supplies, dasu (daso?) code.
So, others have big clunky tech with Adanadi, Ti’swaq has gone small on both.
They have a big navy but don’t venture north, and maintain the status quo. Economically conservative, don’t compete, leave much land undeveloped. Longhouses and public spaces, multigenerational apartment blocks.
Ti’Swaq use geothermal and river power, but have no roads, instead use yutsu hovering above dense forests.
Social rank is fixed:
Nobles -Diplomacy, laws, and advising the council
Merchants - Supply needs and aristocratic wants
Stick People - Laborers on farms and fishing
Descriptions sound VERY west coast:
“Walking through the emerald and glass superstructures on the coast, a visitor can almost always find someone with a couple of tools to fix your Second Eyes, a dance or trick to use at a party, or an entertainer who is going to hit their big break any day now.” (81)
Bacially, Ti’Swq is Steampunk Vancouver. Funny that I am living here and can see its echoes in the murals and land acknowledgments for the Coast Salish people.
Ti’Swaq is thus the developed West versus the underdeveloped East of the Haudenosaunee. Politicians and cities are on the coast, with shrewd farmers in the east who resent the power & politics. In both places, there is an underclass of workers with growing resentment against those controlling a narrative that does not match their lives.
Adventure Seed: Exploration of the islands revealed by glacial retreat has caused the development of Archaeology. Who knows what they will find?
Major Cities
Si’ahl:Major city on the sound with a rich dramatic tradition. Sounds like Hollywood, possibly LA or San Francisco..
Sholeetsa:The capital at the foot of Ti’Swaq. Could be Seattle, or Vancouver if the ice weren’t there.
TLDR - Hollywood & Silicon Valley in the trees.
Region 3 - DINÉ REPUBLIC (The Southwest)
Strong and cohesive due to external threat of Ezcan Empire, at the vanguard of the coalition that repelled them. Large exporter of crops due to western farmland, even trade with the Empire now. Spiritual thought center, discoverer of the mystic D12 math theories.
Is Coyote City Santa Fe? My US geography is not up to scratch.
Decentralized local governments to accommodate linguistic and cultural diversity of its peoples. Clan or bands govern their large areas, and coordinate with national government for support. No secondary level of government, instead band leaders meet to coordinate in Kivas holy cities. No head of state, just bands governing the military and economy together.
Surprisingly, it is the center of scientific advance and Adnadi studies. This hints at the connection of science and mysticism in Makasing.
“The economy of Diné is one of the most powerful in the known world, built off a backbone of scientific advancement. Coyote City in particular is a critical research hub for the biotechnology, agriculture, climate restoration, and studies of The Adanadi.” (83)
Dine play a large role in military and exploration.
One major religion, Hozho or The Way, with regular activities celebrating Diné escape from the underworld and reverence towards albinos.
Strong economically and militarily, but plagued with discrimination against Uto-Ezcan people after the wars. Reminds me of Japanese Americans in WWII.
Compared to other nations, the cities are very evocative and full of adventure possibilities. I will refrain from embarrassing myself further by not guessing where they are in our world:
Yaanga: Major city nestled in the valleys of the Western province
Pimu: Military and exploration frontier city on an island
Coyote City: Major research hub and capital of The Republic
Tseyi: Major spiritual site and agricultural center
NiAlnigi:Ceremonial hub of the nation without permanent dwellings
GreenMountain: City built into the side of cliffs which played a pivotal role in the All Tribes War
Oraibi: This small town is famous for one reason: it is the oldest continually inhabited town in the known world and its establishment predates the Awis. Does this mean other cities are all post Awis?
Once again, Dine has intriguing Factions like in other regions.
Keepers of the Ancient Ones - Academic priests who master old petroglyps and apply them to The Gift
Corn Pollen Keepers - Stewards of genetics and crop science
The Twelve - Twelve hermaphrodite clan ambassadors valued for their diplomatic abilities
Coyote Crime Lords - Seven clans that profit off synthetic corn-based materials
The Ancients - Followers of older religions, shunned for faith but also protected legally. Vocal in independence discourses, mostly peaceful with some extremism.
TLDR - Technomagic Texas. Yee haw!
Region 4 - KEETOOWAGI FEDERATION (Southeast)
This is a former slaver society still smarting after 200 years. They have had conflicts with Haudenosee, and fortifications are still left over from that time. They boast the most complex government, interconnected provinces, and outward facing federal government. As the creators note,
“This creates a labyrinthine legal system requiring intense academic knowledge of its innerworkings. Despite that, other nations often model their legal documents, court systems, and treaty processes after the Keetoowagi, who have become known as master diplomats and legal scholars. “(86)
They also trade with the Ezcan by creative interpretation of the treaty laws, frustrating other nations of Makasing. Multimodal fighting force is a rare standing army that can fight in air, on land, and at sea. Currently fighting piracy in the gulf.
Wealth comes from trade to Cahokia and Bayang, so playing both sides. Spared the worst of Awis by gulf current warmth. Advanced biomedical research and long lifespans due to care. Keetowagi engages in open trade, with some wealthy CEOs pushing for industrial espionage ie stealing secrets from other nations. Etisus or quartermasters enrich selves by controlling production, demand tribal loyalty from workers, and claim their achievements as basis for Keetoowagi success. They are Uber capitalists.
I have to say, I love that Coyote & Crow creators have replicated some of the evils of our social system in their gameworld. This grounds the game in reality and prevents any Mary Sue/Utopian accusations from sticking. Some more detail on social class would have been welcome, but one can imagine the pyramid starting with Etisus (capitalists) at top, down through to lawyers and corporate management, to workers below that.
There are four pharmaceutical companies like cities, large security forces and rumours of espionage networks. Meanwhile, advanced fishing feeds the nation.
The nation is built from dozens of cultures, so cosmopolitan and modern. Sharing is a cultural value, private property a new thing so Etisus seen with suspicion. Internal grievances between tribes drag on in court.
Mound building is prevalent, without Cahokian style tunnels due to terrain, cites are spread out low & flat. Transport is mostly by water or air, so trails are disappearing. Pensacola Bay and Ocute are huge ports. Capital seems to be Savannah or Charleston.
TLDR - Florida as a lawyered up Corp State
Region 5 - THE FREE LANDS (The midwest and center)
The Free Lands, composed of central plains led by Cahokia, get their name from their undefined borders. As stated,
“Instead, the city-state of Cahokia leads other smaller governments in the idea that no one, and no government, can claim such large swaths of territory for themselves. The autonomy of the Free Cities and their resistance to consolidation are a point of pride for Cahokia and the smaller groups within the Free Lands. In reality, they all likely survive due to the international influence of Cahokia.” (89)
FACTIONS
The Paha - Coastal traders, hagglers & bureaucrats, lost lands due to flooding and on the wane. Known for rare algae cloth.
The Anikora - Architects & engineers, live in beautiful underground cities. Humourless, orderly, polite, and effective. Known for strict education and superior buildings and materials.
The Nahoonak - Far north dwellers, broke off from Anikora. Live in crystal green houses, most vegetarian, loyal to their way of life, arrogant, short-tempered but quick to cool down. Religious prohibition against eating non Adnandi fruit and veg outside of their own creations. (THIS IS AWESOME!)
The Makokamit - Cowboys, herding buffalo, turkey, and antelope. Expert animal husbands, rotate between city and rural life. Live and let live democrats. Considered coarse or loud, but also flashy and into music, dance and dress.
Tomoha - Eastern forest dwellers, live in tree houses powered by Cahokian solar. Invented flight, use peha solar powered 2 man flyers. Very stable government with both religious inherited leader, elected leader, and regular votes. Value harmony, blend in so well are called The Invisible or Tree People.
Nakotoo - Nomads, defectors from other people, seen as a nuisance. Believe in balance, help the unfortunate or rob the over fortunate. Robin Hoods but also robbing hoods.
TLDR - Rough and tumble midwest with rugged individualists
Region 6 - OUTSIDE (Central & South America)
Ezcan Empire - Tech based on nationalist zeal, aka North Korea? Expansionist, grew most until the All Tribes’ War. Benevolent dictator with strict class system supporting him, liberates conquered from lesser governments. High standard of living and peace for citizens.
Raramori - Secretive hillmen holding out north of Ezcan. Toughest warriors on the planet, secretive of numbers and location.
Note - Is Abazang Central America, with Abayang South America? A map or clearer descriptions would definitely go a long way here. I'm also going to say it - a glossary of all words from yutzu to deso would have been very welcome. Not a deal breaker, but a second edition should have these.
Abayang - I’m going to skip over all this as Makasing is the focus of my gaming. Good to know there are options, though, and as well defined and diverse as those in Makasing.
TLDR - Lots of amazing places to expand a game to, from indigenous North Korea to the mountain peoples.
Conclusion
Makasing holds an amazingly inviting array of peoples and places with which to game. Many of the RPG gazeteers I have read back in the day were dull because they built a world but left no place for the player characters. Coyote & Crow gives regional descriptions that will colour the roleplaying of any character from there, which is what a world should do. Reading this section inspired my adventure Initiation Day, where fledgling Suyata from Makasing and beyond had to put aside their differences to solve a mystery. If a gameworld is inspiring adventures right off the bat, you know it is good.






