Ibadia
File:Ibadia Coat of Arms.png | |
Nation | Ibadia (Local: البلد الأبدي, Al-Bedi Al-Beled ; Ibadi for “Eternal Land” or “Eternal Nation”) |
---|---|
Planet | Earth |
Government | Loose coalition of clans ruled collectively by the Amir. |
Motto | Altehwal al-remal, walkain al-memlika yubka [التحول الرمال، ولكن المملكة يبقى] (“The sands shift, but the kingdom remains”) |
National color(s) | Orange, Black, and White |
Population | Approx. 5,500,000 |
Demographics | 76% Human, 8% Archons, 7% Zombies/Revenants, 5% Demons, 4% Other |
Location | Southeastern Banivian Continent |
Primary Languages | Ibadi (multiple dialects), Universal |
Founded | 872 AE |
Capital | Qesradym (A shortening of the original Ibadi name Al-Qesr Al-Kadim ("القصر القديم"), "The Ancient Palace") |
Owner | Dave / Robert |
Overview
Ibadia first became a sovereign state in 872 AE, after three years of the Sheikh Adil ibn Zahi al-Qadir al-Muntaserra working to unite the clans under one flag. The land is mostly desert, with little arable land, and is still primarily tribal, with the Amir (roughly equivalent to a King) only dealing with disputes between tribes or matters of a national scale.
History
Even before the Great Cataclysm, relatively little of the land now known as Ibadia was arable, dominated instead by dry grasslands and steppes populated by nomadic tribes—though some tribes chose to settle in the fertile valleys, becoming farming settlements. Much of the remaining arable land was scoured dry by the shockwave created by the Titan’s coming, which split the continent of Eurus asunder, leaving much of Ibadia covered in desert. Few tribes survived without casualties from the initial shock of the Cataclysm, and those that did were soon the target of retribution by those tribes that did. After the Eight Legends—one of whom was Ibadi by blood, hailing from one of the tribes worst hit by the Titan's coming—sealed the Titan away and began their trek across Earth to seek out the Titan's compatriots, the tribes of Ibadia went their separate ways, eking out a nomadic living in the dry deserts of their new homeland.
In 869, Sheikh Adil ibn Zahi al-Qadir [عديل ابن زاهي القدير] of the Qadir tribe sought to unify the tribes into a central government. He met with fierce opposition from many of the tribes, but one by one he won them over, either by reason or by combat. Three years later, he finally succeeded in unifying the tribes into the country he called Al-Bedi al-Beled, "The Eternal Realm"—commonly shortened in Universal as "Ibadia"—and earned the title al-Muntaserra [المنتصرة], "The Victorious." He ruled as Amir of Ibadia for seventeen years before dying of old age, whereon he was succeeded by his son, Amal ibn Adil al-Qadir al-Sharif [أمل ابن عديل القدير الشريف].
Government
In matters of national import, Ibadia is ruled by the Amir, the Sheikh of one of the tribes. The title of Amir is passed down by bloodline, unless one of the other Sheikhs challenges the current Amir to a Akhtiber al-Fadilah [اختبار الفضيلة], or "Trial of Virtue," in which the Amir and the challenger compete in a trial of wits, cunning, or strength. If the challenger wins the trial, then he becomes the new Amir.
Issues of tribal justice are dealt with by the Sheikhs of the tribes, rather than by the Amir himself, unless the issue is one of national scale, or a dispute between tribes.
The current Amir is Asad ibn Fayiz al-Khalid al-Draziir, who ascended to the position in 2298. He is the fourth of the Draziir clan to hold the office.
Military
Each tribe has its own military force, which are required to follow the Amir in times of war. The Ibadian military itself eschews much "modern" technology, relying instead on more old-fashioned weaponry such as spears and cavalry, supplemented by powerful magic.
Culture
Ibadian culture is very familial—one's duty is to one's family first, and to the realm second. Even business relationships are very relational—a businessman is expected to culture a relationship with a customer or vendor, and to treat such a person as a guest in his home.
More specific aspects of culture are generally considered a matter of tribal discretion, and as such, tend to vary greatly between tribes. A prime example of this is the area. A fair number of the tribes feel that a woman should be "seen but not heard," and that a woman's place is to be subservient to men and produce heirs, while others—such as the al-Kerazem [ألكرزم] tribe—feel that a woman should be as proficient as a man in almost all areas (including proficiency in combat). Only four of the Amirs in history have attempted to enforce a country-wide standard of women's rights, and in each case, they were blocked by the Sheikhs for fear of the Amir setting a precedent for meddling in the affairs of other tribes.
Religion
Much like the culture and politics, religion varies greatly between tribes. Many, but not all, believe in djinni, powerful spirits of wind, and ifrits, powerful spirits of fire, though the exact powers and temperaments vary between tribes. Some believe the Djinni are benevolent, others that they are merely proud, or even malevolent. A few tribes even believe that the King of the Djinni came down in human form before the Cataclysm, ruling over a tribe that built a great city in the deserts.
Places of Interest
- Qesradym / Al-Qesr Al-Kadim [القصر القديم]: “The Ancient Palace.” Capital of Ibadia.
- Jenweb al-Qefar [جنوب القفار]: The name translates to “Southern Waste(land).” The large expanses of desert and barren wastes just within the southern coastline of Ibadia. Often shortened to “Kefar/Qefar Desert” in Universal.
- Barj Mekhtfey [برج مخفي]: “The Hidden Tower.” A ruined tower in the Kefar Desert, mentioned only in old accounts of the area. No expeditions have found it recently, though the Ibadians are not particularly inclined to search for it, given certain legends about the tower. Requires Knowledge:Ibadia II, Knowledge:Occult II, or Knowledge:Ibadia I + Knowledge:Occult I to know the very basics, such as the name of the place and hints of the legends surrounding it. 3 ranks in either of the above Knowledges, or a combined total of 3 or more, will yield further information on the legends.
- Mabd al-Sawed [معبد السود]: “The Black Temple.” A massive ruin deep in the Kefar Desert. Generally avoided due to legends about the place. Requires Knowledge:Ibadia III, Knowledge:Occult III, or a combination that adds up to 3 (e.g. Occult II + Ibadia I) to know the very basics, such as the name and hints of the legends surrounding it. Ranks in Knowledge:Ancient Cultures or a combined total of 4 or more in Ibadia and Occult knowledge will yield further information on the legends.
- Ruins of Akkar: The ruins of Akkar are the largest and most well-preserved ruins in Ibadia. At the center lies an oasis, also the largest in Ibadia, at the bottom of which sits a ruined temple. Its presence, along with the full Ibadi name of the ruins, is one of the largest mysteries of the past. The tribes of Ibadia hold various beliefs about the nature of the ruins spread throughout their country, but all agree that such ruins are sacred ground (or occasionally accursed). Defilement of the ruins is therefore seen as an unforgivable insult. Tradition holds that Akkar was present before the Cataclysm, and that it was ruined when the Titan arrived, but because of the religious significance of the ruins, no-one has been able to obtain a sample to test the stones of the ruins themselves.
- Agrila: A location which was mentioned briefly; Possibly a major city.