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|subraces = [[Mansuriya]], [[Songaskia]], [[Solang]].
|subraces = [[Mansuriya]], [[Songaskia]], [[Solang]].
|}}
|}}
The Qadir, worshippers of the sun and lords of the deserts of [[Aloria]], are great rivals to the [[Regalian Empire]] and feared pirates across the seas. Qadir is a collective term used to describe the [[Mansuriya]] and [[Songaskia]] people, dark skinned humanoids living mostly on and around [[Farah’deen]], the desert continent. Qadir are famed around the world for their piracy as well as their slavery, abled fighters with both sword and fire magic, a practice they themselves excel at better than other races. Opposite to Regalians, Qadir have a very laid back and loose attitude to life, not bogged down by swathes of bureaucracy and aristocracy.  
The Qadir, or sometimes called Mansurya, hail from the desert continent of [[Farahdeen]], home of storming sands and the scorching heat. The Qadir are a relatively unseen force in Farahdeen politics due to their related [[Songaskia]] replacing their early [[Sariyd Empire]], though large numbers of Qadir still live in their homeland, mostly staying away from the urbanized [[Songaskia]] cities. In many ways, the Qadir are a people of habit and tradition, though many outsiders simply see them as stagnant and lacking in ambition. Behind their general demeanor of disinterest in the world’s events however, hides a rich and deep history that suddenly crashed down around them at their zenith, turning them inwards. This innate suspicion also hides a people with exceptional skill in crafts, unrivaled goldsmithing skills, gem cutting precision and an unending thirst for knowledge and machine crafts. Taking the forefront in precision crafts such as glasses and clockworks, the world is starting to take more note of the Qadir as of late, largely due to the newer generations venturing out into the world to remind the other races that their Empire once dwarfed all other Human states. Present day, the Songaskia and Mansuriya are collectively referred to as Qadir, though this is largely based on xenophobic tendencies from outsiders. Only the Mansuriya are the actual Qadir, the Songaskia are merely an assumed subrace.  
 
==Physical Characteristics==
==Physical Characteristics==
Qadir appear similar if not almost impossible to tell apart from [[Ailor]] in their physical proportions aside from the color of their skin and the color of their hair. The skin of the Songaskia in particular is almost dark brown enough to disappear in the darkness, while the Mansuriya share a similarly dark skin, yet lighter and more like the [[Daendroque]]. The hair of the Songaskia in particular is always snow white and their eyes always gold, unless they are mixed racial parentage, in which the instantly lose their white hair and golden eyes. The Mansuriya have either copper or black colored hair, and eye colors exclusively brown in tone. Qadir do tend to grow taller than Ailor, usually half a foot on average. Both groups of the Qadir have excellent heat resistance in their bodies, able to withstand desert heat longer than other humanoid races, as well as a tougher skin seemingly more resistant to sandstorms.
Qadir look very similar to Ailor having the same average framework. Though some of their physical characteristics jump out more, or are much more uniform across all members of this race. Their hair, for example, is uniformly black, often slightly curly or at least wavey, it is almost impossible to find a Qadir with straight hair. Their noses tend to be larger than an Ailor’s, and their jawlines tend to be more square. The men in particular have more aggressive and faster body and facial hair growth than [[Ailor]], and their eyes are always a dark brown color. Their skin is often mistaken for Daendroque, though it is much browner than the Daendroque olive or tanned colored skin. It is often said that Qadir have mysterious eyes, owing largely to their dark eye lashes, giving even men an intense look as if wearing eyeliner. In all other aspects the Qadir are the same as the Ailor.
 
===Meticulous Precision===
What sets the Qadir apart from their distant Ailor cousins is their meticulous precision skills. Qadir have unrivaled steadiness in their hands and sharp sight that seems to be far better than that of any other race, even at a distance. Their often ambidextrous hands are capable of crafting the richely and most finely decorated items with extreme precision. It comes to no surprise that the Qadir are the ones who brought clockwork into the world, as well as adjustable lense goggles, glasses, various clocks and finely crafted silverware with intricate patterns. It is often said that the Qadir have such sharp eyesight that they can see the pulp fibers on paper and reverse-engineer a clock simply by looking at its cogs. It comes to no surprise that many Qadir are hired in various nations to establish authenticity of documents, artworks and tell the difference between forged signatures and wax seals.
 
==Mental Characteristics==
==Mental Characteristics==
Qadir have similar mental characteristics to the Ailor, in terms of capacity and intelligence. They do however tend to be more laid back and enjoy free living more. Qadir often do not measure the value of a person on their social status or wealth, but rather on their piety. Qadir are known as womanizers, men often having multiple wives, as well as drinking alcohol freely and in abundance. Religion is very strong in Qadir life, even more so than Unionism is to the Ailor or Regalians. Qadir are also known as such to be incredibly zealous, violently prosecuting other religions or shunning what they call mer-haaba, those who do not walk in the light of the sun. Qadir are especially adept at fire magic, able to quickly grasp its teachings and then combine it with other martial arts to form a fairly deadly combination that is not easily overcome by the other races.  
The Qadir are a very suspicious and paranoid race, largely always on the move or highly defensive of their fortress academies, and fiercely protective of their skills and treasures. Their nomadic existence has largely been forced onto them by the Songaskia, though over time it has become central to their life ideology, in that they feel they have no home since the fall of the Sariyd Empire, even the [[Hadritya]]’s are only temporary homes. The Qadir are surprisingly pragmatic and innovative in the fields of scholarly pursuit and new ideas. Their concept of religion is both simple and versatile, leading other races to consider them liberal but very shut off from the world. The Qadir are capable of great charity and compassion for one another, but tend to turn their back on foreigners unless they have proven themselves in service for many years. The Qadir have a natural aversion to magic, it being relatively disallowed in their religion. They also have a severe distaste for fire, the fact that eventually likely lead to the production of clockwork technologies and other electrical mechanisms, owing largely to their fear for dragons despite the fact that they have been extinct for centuries.
 
==History==
==History==
Qadir history starts roughly 600 BC when the Mansuriya were in the majority on the supercontinent of [[Farra]] (Farahdeen split off from [[Faradh]] and [[New Ceardia]] during the [[Cataclysm]]). Their Pashah was large, but by no means able to compete with the Elves and simply existed as a very crude and inefficient state. The Mansuriya were often seen as just another branch of Humans by the Elves, yet far enough away not to suffer their slavery raids as much as the Ailor did. Around the year 500 BC, the Mansuriya Pashah collapsed in a mysterious incident involving the acute extinction of the [[Red Desert Dragons]]. The Dragons disappeared overnight and whole cities of the Pashah were swallowed by the Desert by violent storms and waves of sand.  
Qadir history has no clear starting point due to the near complete eradication of the Sariyd libraries during The Great Storm, however from cross referencing Elven history, the existence of the Sariyd Empire has been confirmed as early as 600 BC on the super continent of [[Farra]]. Back before the Cataclysm, the continents of Faradh, Farah’deen and southern New Ceardia were one large landmass with bigger rivers dividing them. The Sariyd Empire was generally seen as a weaker competitor of the Elven Empire, but the Elven Empire knew better than to actually engage the Sariyd in combat, who were far better in naval combat with their corsair fleets. The Sariyd Empire seems to have been largely based as a technocratic society, shunning magic and seeking isolation from the world. The Qadir suffered great calamity during the Cataclysm, severely reducing their ability to raid Ailor settlements as the tsunamis and earthquakes hit their lands especially hard. The great continent of Farra was split into three smaller continents and many islands, though the Sariyd Empire recovered and grew stronger in the decades to come after.


From the uncharted heart of the continent suddenly came the Songaskia, with their dark skins, golden eyes and white hair. The majority of Mansuriya died during the calamity, causing the Songaskia to move into the cities and ruins left behind by the plummeting population, mostly on the coastlines. The two peoples largely lived together in harmony for the next 300 years as the Mansuriya slowly retreated to a nomadic form of existence in the desert while the Songaskia urbanized.
The event that eventually cast down the Sariyd Empire and the Qadir, supplanting them with the Songaskia, is referred to as The Great Storm, in 121 AC. The Great Storm occurred after a two decade long campaign by the Sariyd to destroy the Black and Red Desert Dragons, abruptly halting their campaign and utterly destroying their civilization. Over a period of several days, massive sandstorms raged over the Sariyd cities, burying them and their inhabitants under layers and layers of sand, twisting even the environment. Before The Great Storm, Farra was a lush land with many oases and jungles. Just in a matter of a few days, the vast majority of the vegetation on the continent was charred and died. When the sand settled, less than ten percent of the Qadir population had survived, scattered around the land and away from the massive ruined cities. From the dust that settled, the mysterious Songaskia appeared, large armies of darker skinned people with white hair and bright golden eyes. The Songaskia continued to diminish the Qadir even further, pushing them away from watering lands and fertile grounds, starting the new Songaskia Empire.
 
Present day, the Qadir survive mostly as bandit bands or nomadic tribes roaming the deserts of Farah’deen. Other groups of the Qadir have ventured out into the world, creating fortress academies known as Hadritya’s, places of learning and technological progress with vast libraries, storages and lecture halls. The legacy of the Sariyd Empire is still kept alive among the Qadir outcasts and nomads through oral tradition, however nothing but decrepit ruins remain. The Qadir don’t formally have a nation anymore, but rumor has it that there is one large Qadir city, hidden deep within the Farah’deen deserts where the Qadir attempt to build their [[Ersah Allwatah]].  


The official break came in the year 196 BC when [[Assur Abdurahman]] found something deep in the desert that suddenly turned the Mansuriya collective hostile against the Songaskia. The Mansuriya retreated further into the deserts while Songaskia often became victim of nomad raiding parties from the few mountain ranges on the southern part of Farra. The Qadir suffered greatly during the Cataclysm as their Empire was ripped apart and fractured when the ocean claimed much of the land. The resulting situation that continued for several centuries is that the Qadir formed many separate states. Presently, the Qadir both suffer Regalian naval blockade as well as Mansuriya raids from the deserts, yet they grow because of their high population growth as well as their thirst for conquest.
==Society==
==Society==
[[File:Browneyes.png|270px|thumb|right|Traditional male Songaskia clothing]]
Qadir society is fairly flat, but strongly dominated by their seemingly conflicting nomadic culture and sedentary intellectual centers, worship of all things technological and their hatred for the Songaskia. The Qadir are always very distrusting of outsiders, but extremely calculative and pragmatic as well. If assisting an outsider stands to benefit them, they would certainly extract as much favor from the situation as they could. There are three kinds of Qadir, the [[Badawwari Qadir]] being the nomads, the [[Aluhalammad Qadir]] being the scholars living in Hadritya’s and the [[Allwatah Qadir]], those rumored to live in a hidden Qadir capital deep in the deserts. Despite this split of cultures however, every culture is completely identical, the only difference is their preferred habitat. All eventually come together at the Hadritya’s where they pool their knowledge and inventions for the betterment of their whole race.
Qadir society is very finely split between the Mansuriya and the Songaskia, but largely centered around the Songaskia. The Mansuriya live as nomads, taking pack animals with them as they trek across the deserts and stay near oases. The Mansuriya are an exceedingly rare sight due to their low numbers, but are also always very hospitable to anyone, as long as they are not Songaskia. The Songaskia live in large city centers, especially [[Azzul Saradiba]], the capital of [[Qadiriyye]], the Songaskia Pashah.  
 
===Politics===
===Politics===
The Mansuriya seem to have no stable government, instead simply relying on tribe elders to establish plans and future goals for their nomadic tribes. The Songaskia on the other hand have a complex political system rivaling the Regalian Empire. At the top of the Pashah, or the Qadir Empire, exists the Pashtalla, an Emperor of sorts. The Pashtalla controls several Sultans; kings that rule provinces of the Qadir Pashah. The Sultans have Emirs underneath them, Qadir varieties of Dukes, who largely govern a large number of Al-Aqta’s. Al-Aqta’s are usually castles or walled cities that form a single urban entity ruled by a city council that owes responsibility to the Emir of the region. All positions within the Pashah are hereditary, passing from father to eldest son. Succession wars are frequent however, especially because high placed individuals tend to have many children due to multiple marriages, some of whom start a civil war on the death of their father to claim power.
Qadir politics is very similar to Dwarven governance in that certain grand inventors or technocratic elders lead their societies from the surface level. Clockwork experts are often held in high esteem among the Qadir, thus filling the role of leader, elder and such, however the technical law giving power of the Qadir are the so called [[Almuttaq]]. The Almuttaq are artefacts of great power and mystery, clockwork engines that can seemingly come to life and speak to those who operate them. Very few Almuttaq’s actually exist in the world, intensely guarded by the Hadritya’s inner sanctums. These devices seem aware of the world around them and grant cryptic advice to their operators, the clockwork masters and engineers. For outsiders, the Almuttaq seem heretical and obsolete. The reality however is that whenever a clockwork elder dies, their soul is transported from their dying body to an Almuttaq, adding to the internal collective that is somehow sustained inside the device. As such, every Almuttaq could be considered an elder council in an of itself, which speaks with one voice to guide their people from centuries past. Whatever the exact nature of the devices, they were revered to godhood by the Qadir and their word is often law.
 
===Culture===
===Culture===
Qadir culture is strongly inspired by their worship of the sun, known as [[Shammar-al-Shambala]]. The Qadir clothe themselves in vibrant colored silks, often in the shape of Togas or more popularly among men, a simple wrap skirt called a Shyaat. Both genders often have geometric patterns on their clothing, as well as various symbols of the sun on the fabric. Qadir enjoy alcoholic drinks, often more so than just water made from anis and other seeds. Qadir are fond of womanizing as well as music and Fersibah, a Qadir form of afternoon celebration that involves dance, music and games of chess at a local square. Qadir despise art however. It is in fact illegal to make images of people and depictions of scenes; Qadir strongly believing it will bring misfortune onto those depicted. They believe the soul is absorbed by the false creation, thus bringing ruin on the original. Qadir diet is mostly based on fruits and bread. Their meat intake is very small, and they barely eat fish.
The Qadir of the outer sands, while a practical people, are hardly a society of base and simplistic existence. The Qadir value, seemingly above all else, innovation and invention, shunning the simpler skin of outside knowledge while delving into the intricate mysteries of their world. It is this sort of innate drive of the Qadir that built their given identity, a kind of self-perception of greater purpose to learn and indulge in knowledge to be found. No mystery or hidden knowledge is too daunting for them, no tome too old to translate or machine too difficult to construct. Qadir have given Aloria some of the most fascinating technological and innovative advances largely unseen or unthought of before. Likewise, their ways of art, fashion, food, and language tend to model this seemingly desperate climb for greater achievement. In the likeliness of artistic gifts, the Qadir tend to value productivity, efficiency, and innovative use -- Qadir art tends to not be art because it is beautiful, but because it is so intricately made, modeled, and researched that it creates its own beauty, at least to the Qadir. Qadir carvings often resemble complex patterns of cog works, symmetrical and geometric shapes, granting a much more machine-like appearance to their art as opposed to for example the organic styles of the Elves or the crude squares of the Dwarves. Qadir fashion is also not a movement of adornment and useless decoration, but of glamorous function and perhaps sometimes outrageous invention. Bracelets always have some sort of tool function hidden in them, earrings can be keys and even the lining of a shirt can be used as a makeshift copper coil wire. Food for the Qadir is perhaps more base in this, as it is usually a stale mock-up of whatever can be locally grown or hunted. Qadir language, however, is eloquent and perhaps even elegant, each word or phrase calculated for intellectual or perhaps more meaningful prose and elaboration. Despite the divided classifications of Qadir, each sort of sect tends to maintain largely homogenous tracts and threads of cultural identity, namely stemming from the shared history of the lost Sariyd Empire, the achievements made therein, and perhaps the future achievements to come.
 
===Religion===
===Religion===
Shammar-al-Shambala, or generally shortened as just Shambala, is the Qadir faith of worshiping the sun and its blessings. The faith originated from roughly 200 BC by the prophet [[Isa Musnaddi Rasul]]. She spoke of the burning and blinding light of the sun, searing any who opposed it and had a large following of fire mages that put action behind her words. The conversion of the Songaskia was not peaceful and long, but violent and short. Despite the fact that the religion was forced, it is seen as a very benevolent religion to those who are born pure Qadir and worship the sun with offerings of fruit and animals. The religion does not really ban any behavior or life choices, as long as proper worship is given to the sun and the priests. This causes the priests to have a very strong position in Qadir society, but more importantly, paints a good light on the religion. Perhaps most curiously so, magic is seen a blessing and a touch by the Shambala faith. Mages are praised and often become priests and famed warriors.  
The Qadir uniformly believe in the divinity of the [[Esrah Alwattah]], the belief that the world’s gods are long dead and that mankind should construct its own divine being to protect it. The Qadir once had a complex polytheistic religion in the times of the Sariyd Empire, counting over 2400 gods and goddesses, however with the collapse of their Empire, the Qadir blamed the gods, or more specifically claimed the gods had died and failed. With that thought in mind, notable Qadir prophesied that with their technical skills, the Qadir would construct a new god, the Esrah Alwattah. The Almuttaq’s were early prototypes, some several centuries old which continue to guide the Qadir people into the future. All innovations and inventions made by the Qadir can through one way or another be related back to the Esrah Alwattah and their wish to give life to a massive clockwork giant, powered by the soul energies of thousands. The Qadir have always had a long aversion from magic, ever since their original Sariyd religion. They have always believed Magic was something belonging to the gods and mankind should not have the hubris to meddle with the powers of the gods. With the fall of the Sariyd Empire however, it was deemed that soul Magic was in fact magic for the Qadir. It allowed the Qadir to take control over their own souls, and use it to fuel the creation of the Esrah Alwattah and the continued functioning of the Almuttaq’s. Most Qadir families or individuals have some form of small clockwork shrine, often disguised as a clock, on which they have incense and bring small coin offerings. The religion of the Qadir is however very disorganized and personal. There are no temples or priests, no communal worship. The Qadir simply engage in wishful thinking in private and devote themselves to technological progress for the benefit of the Esrah Alwattah.
 
===Combat and Warfare===
The Qadir don’t often engage in war as they never formally form nations. Their Hadrityas are perhaps the most well guarded fortresses, and most local rulers tend to ignore them as conquering a Hadritya has no real advantage to a ruler. Most of the technology within does not work in the hands of those without the skill to operate them, and Qadir have been known to use explosives to destroy anything of value if their home was at risk. The Qadir have developed various peculiar devices, switch blades and gear powered crossbows with foldable parts. Qadir weapons have never been particularly strong or made for war, rather they were made to be compact and easily transportable. Re-assembly is one of the strong suits of the Qadir soldiers, especially when it is considered that their weapons cannot effectively be captured by others as they would not possess the knowledge to assemble the weapons into functional condition. The Qadir often favor a very defensive stance, using ranged weapons over close combat. When in close combat however, Qadir fight with ferocity, often using so called [[Saqdaqs]], gloves with short sword sized blades embedded into them like extended hands.  
 
===Economy and Technology===
===Economy and Technology===
Qadir economy is completely dependent on piracy preying on Regalian shipping. Farahdeen is not fertile enough to sustain large scale food production, and many commodities cannot be obtained in the hot desert sands. Due to this, despite being strongly anti-Regalia, the Qadir Pashah actually uses the Regalian coin and tries to trade through smugglers and intermediates with fringe Regalian states where the Navy cannot tightly control what comes in and goes out. Qadir don’t have much technology, but the technology they do have is quite ingenious. Qadir houses lack large windows, instead having complex systems of mirrors that light up different rooms at different times of the day, causing the inhabitants to go through a daily cycle of using rooms in a certain order. Another large device called the Shaftunna, is used to dig deep into the desert sand to expose ruins and water sources without damaging anything that is underground. This is done by funneling wind currents steered by wind mages into increasingly narrow tubes to create highly pressurized air. Obviously, most of the technology in the Qadir society is driven by magic.
Qadir trade is surprisingly dependent on major nations, especially Regalia. The Qadir have a bit of a unique relation with the Regalians in that they provide Regalia with engineers and mechanics as well as basic prototypes and inventions for war, while Regalia provides them with a seemingly endless supply of iron ore and forgers to craft the intricate parts the Qadir need. It could be said that the Qadir are even fully dependent on Regalia to continue their technological pursuit, though they would often deny this. Inversely, it could be said that Regalia is assisting the cause of heresy by working with the Qadir to build their Esrah Alwattah, however the Regalians are reportedly extremely interested in the war-time applications of clockwork machines powered by the souls of fallen soldiers. As such, the Qadir economy can best be described as an uneasy cooperation between the Qadir and the Regalians, with what little is left of the independent Qadir economy mostly being geared towards agriculture and husbandry.
===Combat and Warfare===
 
Qadir combat is performed by the Al-Mukhari, a large standing army of well trained swordsman with a preference for curved swords and leather armor. In general, the Qadir army is seen as the most professional standing army in the world, and also the largest, far exceeding the Regalian levies. The Qadir generally do not formally commit women into the army, but there are women only army sections dedicated to specific purposes. Their usual tactic for warfare is tight formations of well trained troops, the only thing Qadir truly lack in that regard for land combat is trained officers. Additionally, the Qadir naval capacity is very weak beyond troop transport.  
==Trivia==
==Trivia==
*Qadir army sections often defy popular social beliefs in other countries, especially on the subject of brotherlove. Some women or men only battalions encourage romance between the soldiers, believing it strengthens their bond.  
*An Almuttaq once went “insane”. When activated, the cogs started whirring and the entire machine started emitting high pitched shrieking noises until it finally ruptured an important hydraulic valve and the entire thing shut down. Later it was discovered Void Essence had somehow seeped into the machine and infested the soul essence within.
*It is unknown why the Mansuriya suddenly turned hostile to the Songaskia over a seemingly insignificant discovery, though it is assumed to be related to the cause of the sudden appearance of the Songaskia and the sudden disappearance of the Black Desert Dragons.  
*The exact location of the Esrah Alwattah is unknown to most if all Qadir. The Almuttaq guide their people to provide for the hidden Qadir city, though are never clear where the supplies go, or what they are. Some Qadir have rumored that the Esrah Alwattah actually doesn’t exist, and that errant machines are misguiding their people to keep them safe from the truth, that they are a dying species that will never reclaim their place in history.
*The Black Desert Dragons were not the last Dragons in Farahdeen. The Songaskia hunted the Red Desert Dragons and the few Barbiya Mountain Dragons that existed to extinction several years before the Cataclysm.
*Qadir make excellent Soul Mages due to their meticulous precision. Their ability to clearly see the logic of intricate things has somehow translated to their ability to pluck at various parts of a person’s soul and extract them in only half the time of any other race performing the same spells.
{{Races}}
{{Races}}
{{Accreditation
{{Accreditation
|Artists =
|Writers = MonMarty
|Writers = MonMarty
|Processors = Plecy, Shayin
|Processors = TheBioverse, Shuikenai, 0romir
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[[Category:Races]] [[category:Farah'deen]] [[category:Mansuriya]] [[category:Songaskia]] [[category:Qadir]] [[category:Humans]]
[[Category:Races]] [[category:Farah'deen]] [[category:Mansuriya]] [[category:Songaskia]] [[category:Qadir]] [[category:Humans]]

Revision as of 23:08, 4 June 2016

Qadir
Race
PronunciationKa-dir
ClassificationHuman.
SubracesMansuriya, Songaskia, Solang.
Common NicknamesDark-Skins, Desert Folk, Blackhides.
LanguagesFaraddi (Mansuriya), Qadiriq(Songaskia).
Naming CustomsArabic or African from Earth.
Racial Traits
Maximum Age110 years.

The Qadir, or sometimes called Mansurya, hail from the desert continent of Farahdeen, home of storming sands and the scorching heat. The Qadir are a relatively unseen force in Farahdeen politics due to their related Songaskia replacing their early Sariyd Empire, though large numbers of Qadir still live in their homeland, mostly staying away from the urbanized Songaskia cities. In many ways, the Qadir are a people of habit and tradition, though many outsiders simply see them as stagnant and lacking in ambition. Behind their general demeanor of disinterest in the world’s events however, hides a rich and deep history that suddenly crashed down around them at their zenith, turning them inwards. This innate suspicion also hides a people with exceptional skill in crafts, unrivaled goldsmithing skills, gem cutting precision and an unending thirst for knowledge and machine crafts. Taking the forefront in precision crafts such as glasses and clockworks, the world is starting to take more note of the Qadir as of late, largely due to the newer generations venturing out into the world to remind the other races that their Empire once dwarfed all other Human states. Present day, the Songaskia and Mansuriya are collectively referred to as Qadir, though this is largely based on xenophobic tendencies from outsiders. Only the Mansuriya are the actual Qadir, the Songaskia are merely an assumed subrace.

Physical Characteristics

Qadir look very similar to Ailor having the same average framework. Though some of their physical characteristics jump out more, or are much more uniform across all members of this race. Their hair, for example, is uniformly black, often slightly curly or at least wavey, it is almost impossible to find a Qadir with straight hair. Their noses tend to be larger than an Ailor’s, and their jawlines tend to be more square. The men in particular have more aggressive and faster body and facial hair growth than Ailor, and their eyes are always a dark brown color. Their skin is often mistaken for Daendroque, though it is much browner than the Daendroque olive or tanned colored skin. It is often said that Qadir have mysterious eyes, owing largely to their dark eye lashes, giving even men an intense look as if wearing eyeliner. In all other aspects the Qadir are the same as the Ailor.

Meticulous Precision

What sets the Qadir apart from their distant Ailor cousins is their meticulous precision skills. Qadir have unrivaled steadiness in their hands and sharp sight that seems to be far better than that of any other race, even at a distance. Their often ambidextrous hands are capable of crafting the richely and most finely decorated items with extreme precision. It comes to no surprise that the Qadir are the ones who brought clockwork into the world, as well as adjustable lense goggles, glasses, various clocks and finely crafted silverware with intricate patterns. It is often said that the Qadir have such sharp eyesight that they can see the pulp fibers on paper and reverse-engineer a clock simply by looking at its cogs. It comes to no surprise that many Qadir are hired in various nations to establish authenticity of documents, artworks and tell the difference between forged signatures and wax seals.

Mental Characteristics

The Qadir are a very suspicious and paranoid race, largely always on the move or highly defensive of their fortress academies, and fiercely protective of their skills and treasures. Their nomadic existence has largely been forced onto them by the Songaskia, though over time it has become central to their life ideology, in that they feel they have no home since the fall of the Sariyd Empire, even the Hadritya’s are only temporary homes. The Qadir are surprisingly pragmatic and innovative in the fields of scholarly pursuit and new ideas. Their concept of religion is both simple and versatile, leading other races to consider them liberal but very shut off from the world. The Qadir are capable of great charity and compassion for one another, but tend to turn their back on foreigners unless they have proven themselves in service for many years. The Qadir have a natural aversion to magic, it being relatively disallowed in their religion. They also have a severe distaste for fire, the fact that eventually likely lead to the production of clockwork technologies and other electrical mechanisms, owing largely to their fear for dragons despite the fact that they have been extinct for centuries.

History

Qadir history has no clear starting point due to the near complete eradication of the Sariyd libraries during The Great Storm, however from cross referencing Elven history, the existence of the Sariyd Empire has been confirmed as early as 600 BC on the super continent of Farra. Back before the Cataclysm, the continents of Faradh, Farah’deen and southern New Ceardia were one large landmass with bigger rivers dividing them. The Sariyd Empire was generally seen as a weaker competitor of the Elven Empire, but the Elven Empire knew better than to actually engage the Sariyd in combat, who were far better in naval combat with their corsair fleets. The Sariyd Empire seems to have been largely based as a technocratic society, shunning magic and seeking isolation from the world. The Qadir suffered great calamity during the Cataclysm, severely reducing their ability to raid Ailor settlements as the tsunamis and earthquakes hit their lands especially hard. The great continent of Farra was split into three smaller continents and many islands, though the Sariyd Empire recovered and grew stronger in the decades to come after.

The event that eventually cast down the Sariyd Empire and the Qadir, supplanting them with the Songaskia, is referred to as The Great Storm, in 121 AC. The Great Storm occurred after a two decade long campaign by the Sariyd to destroy the Black and Red Desert Dragons, abruptly halting their campaign and utterly destroying their civilization. Over a period of several days, massive sandstorms raged over the Sariyd cities, burying them and their inhabitants under layers and layers of sand, twisting even the environment. Before The Great Storm, Farra was a lush land with many oases and jungles. Just in a matter of a few days, the vast majority of the vegetation on the continent was charred and died. When the sand settled, less than ten percent of the Qadir population had survived, scattered around the land and away from the massive ruined cities. From the dust that settled, the mysterious Songaskia appeared, large armies of darker skinned people with white hair and bright golden eyes. The Songaskia continued to diminish the Qadir even further, pushing them away from watering lands and fertile grounds, starting the new Songaskia Empire.

Present day, the Qadir survive mostly as bandit bands or nomadic tribes roaming the deserts of Farah’deen. Other groups of the Qadir have ventured out into the world, creating fortress academies known as Hadritya’s, places of learning and technological progress with vast libraries, storages and lecture halls. The legacy of the Sariyd Empire is still kept alive among the Qadir outcasts and nomads through oral tradition, however nothing but decrepit ruins remain. The Qadir don’t formally have a nation anymore, but rumor has it that there is one large Qadir city, hidden deep within the Farah’deen deserts where the Qadir attempt to build their Ersah Allwatah.

Society

Qadir society is fairly flat, but strongly dominated by their seemingly conflicting nomadic culture and sedentary intellectual centers, worship of all things technological and their hatred for the Songaskia. The Qadir are always very distrusting of outsiders, but extremely calculative and pragmatic as well. If assisting an outsider stands to benefit them, they would certainly extract as much favor from the situation as they could. There are three kinds of Qadir, the Badawwari Qadir being the nomads, the Aluhalammad Qadir being the scholars living in Hadritya’s and the Allwatah Qadir, those rumored to live in a hidden Qadir capital deep in the deserts. Despite this split of cultures however, every culture is completely identical, the only difference is their preferred habitat. All eventually come together at the Hadritya’s where they pool their knowledge and inventions for the betterment of their whole race.

Politics

Qadir politics is very similar to Dwarven governance in that certain grand inventors or technocratic elders lead their societies from the surface level. Clockwork experts are often held in high esteem among the Qadir, thus filling the role of leader, elder and such, however the technical law giving power of the Qadir are the so called Almuttaq. The Almuttaq are artefacts of great power and mystery, clockwork engines that can seemingly come to life and speak to those who operate them. Very few Almuttaq’s actually exist in the world, intensely guarded by the Hadritya’s inner sanctums. These devices seem aware of the world around them and grant cryptic advice to their operators, the clockwork masters and engineers. For outsiders, the Almuttaq seem heretical and obsolete. The reality however is that whenever a clockwork elder dies, their soul is transported from their dying body to an Almuttaq, adding to the internal collective that is somehow sustained inside the device. As such, every Almuttaq could be considered an elder council in an of itself, which speaks with one voice to guide their people from centuries past. Whatever the exact nature of the devices, they were revered to godhood by the Qadir and their word is often law.

Culture

The Qadir of the outer sands, while a practical people, are hardly a society of base and simplistic existence. The Qadir value, seemingly above all else, innovation and invention, shunning the simpler skin of outside knowledge while delving into the intricate mysteries of their world. It is this sort of innate drive of the Qadir that built their given identity, a kind of self-perception of greater purpose to learn and indulge in knowledge to be found. No mystery or hidden knowledge is too daunting for them, no tome too old to translate or machine too difficult to construct. Qadir have given Aloria some of the most fascinating technological and innovative advances largely unseen or unthought of before. Likewise, their ways of art, fashion, food, and language tend to model this seemingly desperate climb for greater achievement. In the likeliness of artistic gifts, the Qadir tend to value productivity, efficiency, and innovative use -- Qadir art tends to not be art because it is beautiful, but because it is so intricately made, modeled, and researched that it creates its own beauty, at least to the Qadir. Qadir carvings often resemble complex patterns of cog works, symmetrical and geometric shapes, granting a much more machine-like appearance to their art as opposed to for example the organic styles of the Elves or the crude squares of the Dwarves. Qadir fashion is also not a movement of adornment and useless decoration, but of glamorous function and perhaps sometimes outrageous invention. Bracelets always have some sort of tool function hidden in them, earrings can be keys and even the lining of a shirt can be used as a makeshift copper coil wire. Food for the Qadir is perhaps more base in this, as it is usually a stale mock-up of whatever can be locally grown or hunted. Qadir language, however, is eloquent and perhaps even elegant, each word or phrase calculated for intellectual or perhaps more meaningful prose and elaboration. Despite the divided classifications of Qadir, each sort of sect tends to maintain largely homogenous tracts and threads of cultural identity, namely stemming from the shared history of the lost Sariyd Empire, the achievements made therein, and perhaps the future achievements to come.

Religion

The Qadir uniformly believe in the divinity of the Esrah Alwattah, the belief that the world’s gods are long dead and that mankind should construct its own divine being to protect it. The Qadir once had a complex polytheistic religion in the times of the Sariyd Empire, counting over 2400 gods and goddesses, however with the collapse of their Empire, the Qadir blamed the gods, or more specifically claimed the gods had died and failed. With that thought in mind, notable Qadir prophesied that with their technical skills, the Qadir would construct a new god, the Esrah Alwattah. The Almuttaq’s were early prototypes, some several centuries old which continue to guide the Qadir people into the future. All innovations and inventions made by the Qadir can through one way or another be related back to the Esrah Alwattah and their wish to give life to a massive clockwork giant, powered by the soul energies of thousands. The Qadir have always had a long aversion from magic, ever since their original Sariyd religion. They have always believed Magic was something belonging to the gods and mankind should not have the hubris to meddle with the powers of the gods. With the fall of the Sariyd Empire however, it was deemed that soul Magic was in fact magic for the Qadir. It allowed the Qadir to take control over their own souls, and use it to fuel the creation of the Esrah Alwattah and the continued functioning of the Almuttaq’s. Most Qadir families or individuals have some form of small clockwork shrine, often disguised as a clock, on which they have incense and bring small coin offerings. The religion of the Qadir is however very disorganized and personal. There are no temples or priests, no communal worship. The Qadir simply engage in wishful thinking in private and devote themselves to technological progress for the benefit of the Esrah Alwattah.

Combat and Warfare

The Qadir don’t often engage in war as they never formally form nations. Their Hadrityas are perhaps the most well guarded fortresses, and most local rulers tend to ignore them as conquering a Hadritya has no real advantage to a ruler. Most of the technology within does not work in the hands of those without the skill to operate them, and Qadir have been known to use explosives to destroy anything of value if their home was at risk. The Qadir have developed various peculiar devices, switch blades and gear powered crossbows with foldable parts. Qadir weapons have never been particularly strong or made for war, rather they were made to be compact and easily transportable. Re-assembly is one of the strong suits of the Qadir soldiers, especially when it is considered that their weapons cannot effectively be captured by others as they would not possess the knowledge to assemble the weapons into functional condition. The Qadir often favor a very defensive stance, using ranged weapons over close combat. When in close combat however, Qadir fight with ferocity, often using so called Saqdaqs, gloves with short sword sized blades embedded into them like extended hands.

Economy and Technology

Qadir trade is surprisingly dependent on major nations, especially Regalia. The Qadir have a bit of a unique relation with the Regalians in that they provide Regalia with engineers and mechanics as well as basic prototypes and inventions for war, while Regalia provides them with a seemingly endless supply of iron ore and forgers to craft the intricate parts the Qadir need. It could be said that the Qadir are even fully dependent on Regalia to continue their technological pursuit, though they would often deny this. Inversely, it could be said that Regalia is assisting the cause of heresy by working with the Qadir to build their Esrah Alwattah, however the Regalians are reportedly extremely interested in the war-time applications of clockwork machines powered by the souls of fallen soldiers. As such, the Qadir economy can best be described as an uneasy cooperation between the Qadir and the Regalians, with what little is left of the independent Qadir economy mostly being geared towards agriculture and husbandry.

Trivia

  • An Almuttaq once went “insane”. When activated, the cogs started whirring and the entire machine started emitting high pitched shrieking noises until it finally ruptured an important hydraulic valve and the entire thing shut down. Later it was discovered Void Essence had somehow seeped into the machine and infested the soul essence within.
  • The exact location of the Esrah Alwattah is unknown to most if all Qadir. The Almuttaq guide their people to provide for the hidden Qadir city, though are never clear where the supplies go, or what they are. Some Qadir have rumored that the Esrah Alwattah actually doesn’t exist, and that errant machines are misguiding their people to keep them safe from the truth, that they are a dying species that will never reclaim their place in history.
  • Qadir make excellent Soul Mages due to their meticulous precision. Their ability to clearly see the logic of intricate things has somehow translated to their ability to pluck at various parts of a person’s soul and extract them in only half the time of any other race performing the same spells.

Accreditation
WritersMonMarty
ProcessorsTheBioverse, Shuikenai, 0romir
Last EditorMonMarty on 06/4/2016.

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