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== Qadir ==
{{Info Lineage
|name = Qadir Ailor
|test = Ashkhas Minara (in Zahram)
|test2 = [[File:Qadirflag3.png|80px]]
|test3 = '''Motto:''' "Between the Machines of Knowledge and Ages of Wonder."
|image = Amwwir2.png
|state = Al-Alus
|ruler = Technocratic Council by Examination
|suzerain = [[Regalian Empire]]
|languages = [[Zahram]], Common
|religion = [[Unionism]]
|first_recorded = 10,000 BC
|demonym = Qadiriq
|}}
The Qadir Ailor are a Lineage of [[Ailor]] that shares a common ancestry with Ailor, but diverged at a point in history when their people moved northeast into the unforgiving deserts of [[Farahdeen|Ard-al Nur]]. Lineages sit somewhere in between a [[Culture]] and a Subrace, meaning the Qadir are not quite as distant from Ailor so as to be a full-fledged different Race altogether, but are also not as simple as just a different culture. Being technicians, engineers, and scholars, if ever the world had a people that could be described as the world’s most technologically gifted, it would be them. The Qadir were reborn from the ruins of their [[Sariyd Empire]], still lingering in the desert sands, sending echoes of past technological glories to anyone brave enough to venture deep into the drought. The Qadir are famous for their highly advanced technology, with most of the world's technological advances being generated by the studious Qadir engineers, producing clockwork devices ranging from household equipment to military technology and vehicles. There is no upper limit to the curiosity and capacity for invention among the Qadir: they are not a people beset with dreams of conquest and subjugation, but of progress and fame. When referring to Qadir Ailor, one can use either Qadir Ailor, or just Qadir, but they should never be lumped in with all Ailor, as that is offensive to their unique culture and history away from their Ailor cousins.


== Introduction ==
==Design==
Qadir, worshippers of the sun and lords of the Dunes. The Qadir are unrivaled sword fighters, as well as excellent mages, contributing to the strong Qadir Sultanate, spanning almost the entirety of Farah’deen. Qadir have a vibrant culture based on the deserts and their slavery, the biggest export and factor of their daily lives. Qadir Pirates are also the most feared on the seas, marauding Regalian merchant vessels and much more in search for loot and slaves.
Qadir are visually similar to their Ailor cousins, but different in some key ways. Skin tones for Qadir Ailor range only from Middle-Eastern, to Northern African, to Sahel-African, or Central Asian, strictly with darker to darkest skin tones (even if some white-coded people live in these regions). Qadir have a wide range of hair colors available, but also some that are unusual among Ailor: creamy beige, and crimson red. A very unique trait of the Qadir, is that they have sandstone-colored irises. Secondly, they have a curious skin-pigmentation that the Qadir Ailor call "Sirr al-Hayat" (Secret of Life), which involves a mandala-like pigmentation on the back of their hands that grows up their arms as they age, recording shapes reminiscent of important events in their lives in typical henna fashion. These pigmentations can have any color, change color part-ways, or faintly glow. Each Qadir Ailor has these Sirr al-Hayat, which usually end around their shoulders or chest when they die of old age. Qadir Ailor are a deeply intellectual and curious Race, valuing knowledge over (what their culture considers) the crude pursuits of warfare and combat. While this curiosity can just as well be averted to Magic or the pursuit of a martial lifestyle, most Qadir Ailor invest their time in technological innovation and scholarly learning. Qadir Ailor tend to be introverted and book-wise rather than street-wise, with other Race sometimes accusing them of being self-absorbed or abrasive, when in reality they lack an understanding of how other societies operate.  
== Racial Traits ==
===Why Qadir in Regalia===
=== Culture groups ===
Why Qadir in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.  
Among the proud race of the desert that is the Qadir, sit two distinct cultures. On one hand you have the “Azir” city builders and dwellers of the magnificent sandstone structures housed within the swelling deserts of Farahdeen. They have dark brown, black some might say, skin, paired with pure white hair and golden eyes. This half of Qadir culture are the builders, the priests, the royalty, the high ones amongst their kin. They are the ones to thank for the pristine temples, the palaces, the beauty and luxury that the deserts have to offer Aloria. On the opposite spectrum of Farahdeen sit the others, the “Meshket”. Wanderers of the desert, those who lurk in the harsh sands, the slavers, the shady merchants, the bandits, the nomads. Oftentimes not to be trusted, they make up dark secrets of the Sultanate. Sporting dark black hair, and sharing the splendid golden eyes of their kin, their tan skin is often what will be seen in back alley deals and black markets. This half of the Qadir culture is oftentimes associated with the travelers of Farahdeen’s deserts – those who do not stay in one place often, such as merchants, slavers, and as has been stated, nomads and bandits. The two sides offer very different views into the lives of those who live in the desert, and their distinctions should be known to any who wish to travel the vast, sprawling seas of sand and heat.
* '''Center of Learning:''' While Qadir schools are great for learning, only Regalia provides a cosmopolitan environment with other Races, Cultures, and Religions all living together. This presents a unique environment for knowledge sharing, that Qadir will not have easy access to elsewhere. Regalia also has some of the best schools, causing Qadir to migrate to Regalia, and eventually settle after graduation.  
* '''Center of Chaos:''' Qadir Technicians in general love having test subjects, and where better than the center of the world's chaos, Regalia, where there are plenty of gullible Nobles who will buy pointless tech gadgets, or criminals running around free upon whom to test new inventions without guilt. Regalia is a great place to get rich, or at least gain invaluable test-field insight in the function of inventions.
* '''Center of Wealth:''' While it was already partially mentioned in the previous point, Regalia is the capital of the world's commerce (at least the world which accepts the Regal as legal tender). Many Qadir have "made it big" by moving to Regalia, and peddling their services for Mercenaries who keep losing arms to be replaced with prosthetics, or Nobles who think: "It's bread, how much could it cost, 10,000 Regals?".  
* '''Center of Freedom:''' Qadir society can sometimes have a suffocating focus on Technology. Sometimes Qadir are just born with zero interest in innovation and tech, and have a far greater curiosity towards Magic or the Occult. While Al-Alus has restrictions on the use of Magic, Regalia is generally seen more loose, and allows a Qadir to easily find teachers and mentors to widen their horizons with the forbidden arts.  


=== Appearance ===
==Heritage Traits==
Qadir appearance is always similar in all regards but two small deviations. The people of the desert are all born with skin of anywhere from a deep tan to a darkened brown, the shade having developed from the many many years living in the desert it grants them more protection from the harmful effects of the sun than the fair skinned people of the human and chi'i race. Qadir also are always tall at the end of their growth, standing anywhere from the lower to higher range of six feet, only accentuated with the Seraph inherited trait of slightly longer limbs. The two features of the dark skinned Farahdeen people of which there is minute variation would be the eyes and hair. Azir Qadir, often considered the highers of the people, have white hair, as white as the snow which they never set eyes upon in the desert. And the eyes of the Qadir are either a stunning gold or a shining silver, these traits stemming from their closeness to their seraph ancestor's and represent a strong connection to the veil, making all Qadir rather proficient in the magical arts if they so choose to be.  
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.
=== Magical Aptitude ===
 
The Qadir as a whole are much more adept with the ways of magic, and have an aptitude for learning it. They as a people are closer related the Seraph than many other races of Seraph descent, including Humans, Dwarfs, and Tigrans, leading to their slightly extended limbs, white hair, and golden eyes. This relation correlates to their magical prowess and makes their mages often quite adept with their art when compared to others.  
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).
=== Natural Fighters ===
===Free Packs===
The Qadir as a whole are much more physically capable than humans, their longer reach and increased height do apply to this feat, and there are many more of these desert people who are athletic, or muscular than frail or bony. Their fighters are a force to be reckoned with, leading their militaries to be quite the danger, their bandits something to look out for.
* Qadir gain a Pack from the [[Tech Point Buy]] or [[Chem Point Buy]] Categories for free.
== Societal Information ==
* Qadir gain the Pack [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free.
=== Religious preference  ===
 
Most if not all Qadir of the sprawling desert continent follow the Sun Religion of Shama-Abdala. Qadir culture practically revolves around the worship of the Sun. The giant yellow orb looms over the desert, a source of life, death, judgement, it’s presence seeps into all walks of Qadir life. It’s shape adorns walls, flags, banners, carpets, and the robes of priests and priestesses, hundreds of thousands of Qadir can be heard singing hymns to the Sun from the many Minare of the capital, all of Farahdeen prays every morning and night to the Sun and it’s glory. Even going as far as to deal with their prisoners by putting them into the blazing sun for days, allowing the light and heat of the sun to judge them for their crimes. All of those within the reach of the Sultanate follow this religion or are condemned for their heresy, being seen as lesser’s, outcasts of Farahdeen and heretics by their peers, and the non-Qadir of Aloria are seen in the same light and treated as such by those of the desert.
===Mechanics===
=== Politics ===
* Qadir do not need to choose a Tech Branch, they are able to build/edit/repair any Branch. Try to be conscientious when other players feel pushed out of their niche however!
The deserts of Farahdeen house more than just the Qadir. They hold within their shifting sands the only large scale political establishment that remains stable in all of the world of Aloria, except the human Empire of Regalia. The Sultanate of Farahdeen, also known as the “Qadir’iyye”, is currently headed by the Qadir Sultan, Warith Min’ramhl the Second, whom has all but full sovereignty of Farahdeen. This establishment is similar to a Monarchy, wherein it’s Sultans pass on the right to rule to their eldest son – the line only switching when either all of the current family die out, or when taken by force. Sultans often have many sons, birthed by the many women of the Sultanate harems, whom often fight against one another, or orchestrate civil wars against their fathers to take power for themselves. The Sultan controls the most power when it comes to governmental affairs, though the sub groups of the Emirs and the Beylik do have some power resulting in them having a small say. The current Sultanate of the Min’ramhl is a rather new line, having rose to power through what some might hear whispered as underhanded means.
* Qadir are able to store memories being recorded in Memkeys. This does not stop Magic from tampering with Memories, but allows visual-auditory storage at the end of the day.
=== Slavery ===
* Qadir can make lore equivalent VR glasses to watch Memkeys, recommending players to write Lore Stories about experiences as recordings for others to watch (read).
The largest trade of the Qadir would be slavery. Qadir slavers are plentiful throughout the unending dunes of Farahdeen, and often make their ways to other continents in search of new “products”. Slave markets are in most areas of the desert continent selling all sorts of races from all walks of life, slaves themselves make up much of society for the Qadir, making up much of the Qadir’s standing army, and being seen in large numbers in the upper ring of Qadir society, and are not as rare as you might think within the middle class. The exporting of slaves is the largest and most successful business venture for the Qadir, slave ships are often seen in and out of Qadir ports, transporting “wares” to Elves, Humans, Dwarves, and other races alike. The Qadir slavers of Farahdeen have mastered their craft and are rather efficient and dangerous, it is not often their merchandise escapes them nor alludes their capture.
* Qadir can trap/rig their Rental/Base/Estate to give them advance warning of a break-in or unauthorized entry, needing to be OOC notified when and where a break-in occurs.
== Conflicts ==
* Qadir may be able to do a perception check on Machines or Tech during Events to learn more about them or unlock unique interactions that other people do not have.
=== Regalia ===
 
As might be expected, large political entities do not always see eye to eye, the Sultanate of Farahdeen and the Regalian Empire are at odds with one another, and the tension between the two groups is rather high. The Sultanate frequently funds pirates in secret, using them to target Regalian merchants throughout Aloria’s seas. And in retaliation the Regalians offer a rebuttal of cannon fire from their large navy upon many Qadir port towns, punishing Farahdeen’s citizens for the secret dealings of their Sultans. But the two never go much beyond these acts as they have very opposite focuses in terms of military strength. The Qadir have an enormous standing army of captured slaves from all walks of life and rainbow of races and cultures, larger than any standing land military in all of Aloria. Where as the Regalian Empire’s might is largely invested in naval might, having the largest standing Navy force in all of Aloria, putting the two world powers at odds, as the Regalian navy does not have the manpower to lead a ground assault against Farahdeen, and the Qadir do not have the power at sea to transport their troops to Regalian lands nor defeat the Regalian navy.
==History==
=== Sadeir ===
This section covers a brief version of Qadir Ailor and extended Sariyd history. For a full understanding of [[Sariyd History]], read said page. It is however possible to roleplay a Qadir correctly without ever having read this page. The Qadir are an old Race that long pre-dates the Cataclysm, though is not older than the founding of the Allorn Empire. The Qadir were one of the first branches of the Ailor Race that civilized into formal sovereign nations, and were able to largely deter Elven interference in their development. Somewhere through history, one Qadir tribe fell in with the [[Ordial Cultism]] God the Machinist, who they eventually betrayed and "killed", making them the only Race to have verifiably killed an actual God. However, due to infighting and politics after the fact, this God was reborn and plotted an ultimate revenge on the Qadir without them knowing. Drawing the Qadir into conflict with the Dragons, the Machinist eventually tricked the Dragons into accidentally wiping a large portion of the Qadir population out of existence with the Great Storm, leaving them greatly diminished. Through a pre-Unionist manifestation of a Unionist God, the Qadir were able to replace the corrosive death-magic fueled machines with Everwatcher-fueled machines. Over the centuries since, the Qadir have fought an unending war with the Songaskians, who walked from the Great Storm as the inheritors of the Dragons and usurped much of their once held territory. In the modern Era, the Qadir are not nearly as limited in number as the Dwarves, but are still considerably reduced in global power due to their population numbers. They are still considered the world's most gifted technicians and engineers, constantly at the forefront of technological advances, and having been formally allied (but not incorporated) to the Regalian Empire, creating a sense of security and community, with a healthy movement of ideas and people between the Al-Alus homeland and Regalia.
Recently, strange being’s have been sighted within the shifting sands. Ghostly Sand Wraiths wander the dunes and are sighted heavily around very large sand filled necropolises scattered throughout the deserts. The Qadir have taken to calling them “Sadeir” and are to be avoided at all costs, seeming to be very violent and unreasonable, they mercilessly kill and Qadir they stumble upon in the deserts. The Sadier’s appearance is a mystery to the Qadir people, having seemingly come out of nothing for an unexplained reason. These specters have been found to be immune to all assaults except those of magic; swords, spears, and axes alike slipping through them as if they were air. They have made the deserts a larger danger than before and have caused many Qadir to change their travel routes, trying to steer as clear of these ghostly sand people at all costs.
 
==Language & Naming==
The Qadir Language called [[Zahram]] is based on modern-day Arabic, particularly in the dialects of the Arabian Peninsula. This language has remained unchanged since the Sariyd days, and has only occasionally found the need include foreign words wholesale, as the Qadir approach linguistics with formal educated councils deciding on how to correctly apply Qadir grammar and vocabulary to new concepts. Zahram is spoken across the world particularly because of the Qadir Qasr Al-Muneer which act like small enclaves in foreign lands. Zahram is often used as the language of technology, with a variety of technical terms having been adopted in other languages to describe complex mechanical processes or applications. Qadir naming practices follow Arabic also (but are strongly encouraged to avoid Islamic prophet/persons of importance names like Muhammad, Esa, Adam, Ibrahim, Yaqub, Yusuf, etc.
 
==Conflicts==
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict points for this Race, while also attaching some nuance, so that there is wiggle-room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.
* '''Songaskians:''' The immediate most obvious case of conflict, is with the Songaskians. For hundreds of years, the Qadir believed that the Songaskians (being the inheritors of the Bronze Desert Dragons) were the byproduct of those responsible for the deaths of millions of Qadir during the Great Storm. This resulted in the never-ending war on the Al-Alus to Songaskian Masaya border, where hordes of necromancer corpses fight unmanned machines, a war with no victims, but one that seems endless. The Qadir-Songaskian conflict has since progressed into one less formed around historical reasons, but more about who has rights to own the land. The Qadir claim that the whole of Farah'deen was once their land, and Songaskians quite literally just occupied the cities that were left when the Qadir inhabitants choked out on the Great Storm. As such, this conflict is less about ideology, and more about land ownership.
* '''Ordial Cults:''' The second most obvious case of conflict, is with the Ordial Community. The Qadir care less so about the other Ordial Gods, and can in some cases tolerate them, but have a burning hatred for the Machinist and his ilk. If there is room to tolerate Songaskians in Regalia, there absolutely is not for Machinist worshipers. Yet, the reality is also so that the Machinist still controls hidden schematics and tech that any Qadir would kill for to acquire. This causes a difficult situation where some Qadir may be forced to work with the very thing they hate to get the very thing they love.  
* '''Maraya:''' The Maraya conflict is far less about historical grievances and more of a friendly rivalry over technological prowess. The Maraya are dependent on incorporating modern Qadir designs to revive some of their old tech, but in the same vein also deny the Qadir much of their old designs in return. This is not enough to cause open conflict, but many Qadir would describe the Maraya as selfish and duplicitous.
* '''The Occult:''' For the Unionist faithful Qadir, their conflict with the Occult forms much in line with how Dogmatic or Guided Unionism feel about them. There are tolerant Qadir, progressive Qadir who like the inclusion of Magic in society, and purist Qadir who agree with the Lothar Order and want it pushed back. Generally speaking, there is a lot of flexibility, but most Qadir would avoid learning Magic themselves because culturally Magic is seen as a "hack" to avoid having to learn actually intellectually challenging skills.  
* '''Dragons:''' The conflict that Qadir have with Dragons (and Archon/Dragon worshipers) is complicated. It is well known now that Dragons were not directly to blame for the Great Storm, and that they too were puppeteered by the Machinist, but the reality still remains that the Dragons just started attacking the Qadir instead of parlaying with them regarding the use of Death Magic during the Sariyd Era. For a Race so reliant on intellectual pursuit, debate, and empiricism, the Dragons and their supporters seem very narrowminded and fanatic to the Qadir. A Qadir will only very rarely agree to become an Archon, because any alignment with the Dragons while not overtly hostile, is certainly problematic.
* '''Rishiq:''' The Rishiq are a branch of old-worship Qadir who still follow the Machinist, and mostly reside in the Farahdeen deserts while avoiding the detection of the Songaskians who patrol the desert sands. The Rishiq are old believers in that they were mostly accidental or fringe survivors of the Great Storm who did not want to join up with the Al-Alus survivors, or who rejected Al-Asir as their new God/Leader. These Qadir have advanced technology, but retain their loyalty to the Machinist, while their Sirr al-Hayat are still the old Death-script rather than the more modern cleansed variant. Qadir aren't openly hostile to Rishiq, but approach them with great caution as Rishiq are fiercely territorial and hostile to anyone trying to steal or learn tech from them. (Rishiq can be played in Regalia, but recommended for more underworld/hermit characters, because they do not thrive so well in highly populated areas, but could reasonably exist because of other Ordial Cultists in Regalia).
 
==Power Source==
Many would wonder, where does much of the Tech Qadir produce come from? Originally, this technology was all fueled by the Machinist. Power was directly drawn from the Beyond and Ordial Magics, meaning all Qadir technology was in essence fueled by Death Magic. This choice became their downfall, but with the arrival of Al-Asir, their power source changed. While the original Qadir were covered in Death-Script Sirr al-Hayat (tattoos) which were used as a conduit to funnel Death Magic into the power sources of their machines, when Al-Asir was adopted by the Qadir people, their Sirr al-Hayat changed to what they are in the modern era, cleansed of the influences of the Beyond. In essence, the Sirr al-Hayat are a method for the Qadir to manifest the power of their Gods into the work that they do, even for those who do not believe in Al-Asir as a Unionist deity and rejection Unionism as a whole, their spiritual connection still moves their machines. As such, Qadir machines (Clockwork largely by extension) in the modern era is fueled by Unionism or more specifically the endless power of the Everwatcher, which is invested in Al-Asir, who shares it among his people through the Sirr al-Hayat. There exists however Ordial powered Clockwork as well, particularly that made by the Rishiq, and in theory any other power source can be used to substitute (Leylines/Dragon power, Estelley power, Arken power, etc.).
 
==Religion==
Qadir Religion is both a matter of faith and civics, because the line between them is fairly blurry, at least in Al-Alus. Most of the Qadir are Unionist, observing primarily Al-Asir as machine-hand of the Everwatcher, and by extension many of the other Unionist Gods. Most Qadir profess a preference for Guided Unionism, because of its inherent mixing of intellectualism with faith, though a sizable Dogmatic community does exist. Below that in number are Al-Asir Unitarians, which means they acknowledge Al-Asir as their God, the Everwatcher as the greater entity that Al-Asir represents, but reject the divinity of the other Unionist Gods and the Emperor of Regalia (though still acknowledging his secular power). Below that in number are the agnostics, those who acknowledge the existence of gods, but prefer to see Al-Asir more as a civic secular figure than a figure in needing of worship. This is both acceptable to Qadir society at large and very viable, Al-Asir never forces faith in him, and treats everyone fairly, even those who do not observe the Everwatcher because of his intense generosity, kindness, and curiosity to all visitors in Al-Alus. Much the same are the anti-theists, those who are forcefully against the concept of religion as a whole and blame spirituality for much of the ails of Qadir history. And finally, there are the Ordial Cultists, either those in Al-Alus who hide their old loyalties, or the Rishiq who openly still worship the Machinist, believing his technological promise of power to be more true than Al-Asir's promise of unity.
 
==Death Rites==
Qadir Death Rites are extremely unique in the world, and considerably strange in the view of Unionism. Both in contradiction of Unionism, and yet encouraged by it through Al-Asir and the necessity of loss of population during the Great Storm, the Qadir do not actually let the souls of the dead pass on fully to the afterlife. This is also the reason why Qadir are the only people who can reasonably be Atheist without having their soul condemned to the Beyond in death (superhell), as part of their soul remains anchored on the mortal plane during death, so long as other Qadir are nearby to perform the final rites. When a Qadir dies, their Membanks are connected to the Mehd al-Maut (translated to Cradle of Death), which are a type of machine that collects all the memories of the deceased person, even after death, so long as they haven't been dead for more than a few days. In the Mehd al-Maut, part of the soul is anchored, meaning it is prevented from passing on, but it is also made incapable of turning into a Spirit or Undead because the core of the soul is locked up in the machine. The Mehd al-Maut usually houses several hundred souls, and become a collective of thought and knowledge that is very useful to the Qadir. They are often treated as super computers capable of complex calculations and logical predictions. Mehd al-Maut are usually scrubbed of emotions and individuality, it is not the same as a formal afterlife, though Al-Asir has promised that when Unionist Paradise comes, that the Qadir who watched over their kin in death will be freed from Mehd al-Maut and rejoin the living. Mehd al-Maut are an ancient technology, dating back to the Sariyd Empire. This means that some Mehd al-Maut can in fact be Ordial controlled, and contain malicious Spirits from the Beyond, especially those controlled by the Rishiq. Many are also still rumored to be dormant, hidden in old Sariyd ruins.
 
==Fashion==
Qadir fashion is varied, ranging from what we IRL would consider fantasy Arabic, to the traditional wear of the Rajput or Omani people. A very common fabric choice for the Qadir is silk because of its breathing and light yet strong properties, especially with shades of blue, brown, and orange or copper. Gold is a color frequently avoided in traditional Qadir clothing, preferring brass or bronze for jewelry, while the color green as a strong accent or dominating color is avoided because of the inherent associations with the Beyond. Qadir Fashion tends to be fairly fluid because many of them do not spend a second thought on clothing expressions, preferring the merit of their mind and words to do the talking than impressions of their dressing style. Additionally, many Qadir live in foreign lands where it often pays off to adopt local customs, so truly traditional Qadir clothing is often only worn in Al-Asir, while Qadir living abroad (and particularly Regalia) experiment a lot with styles and clothing types of foreign cultures. The Qadir do not formally have a dress-code, they can wear as much or as little as they like, and have no real distinction between female or male styled clothing either.
 
==World View==
* Qadir relations with Regalia are fairly complex. At a base, they are natural allies, because of their Ailor proximity to each other, but the Qadir also fiercely refuse to be incorporated into the Regalian Empire and to become a part of it fully. They trade and are part of the Regalian economy by using the Regal as legal tender, and allow Regalian navies to lay anchor in their harbors, but refuse to become part of this "Beautiful mess" - as they call it. The Qadir consider Regalia to be an inefficient bureaucracy led by a morally corrupt nobility. The Qadir believe Regalia is far too anarchy ridden to be a good state to be part of, with anti-intellectual movements within its own leading classes, but still acknowledge that Regalia is the most viable path for them to exist in the world with a formal protector and ally.
* Qadir Ethics are sometimes criticized by other Races and Societies because of its apparent lack of any standard whatsoever. The Qadir value progress above most other things, so as long as they can avoid causing harm to sentient other persons, most experimentation is permitted. This includes but is not limited to the creation of artificial homunculi for the purposes of experimentation, as soul-less homunculi lack sentience and awareness to express or experience suffering. When a Qadir applies a standard of ethics, that is entirely imposed by themselves, and only by their own moral guiding.
* The Qadir lack nobility in the sense that Regalia has it, inherited wealth, fame, and power, bereft of actual skill. This is largely also a point of criticism of the Qadir of Regalia's autocracy: the fact that Nobles can sabotage the government either because they want to, or because of sheer incompetence and a sense of entitlement to power. Qadir do however have famous families, descendants of famous investors who are held to a higher standard and may approach more public funding than other poorer families would for the hopes their descendants might rub off on some of the genius of their ancestors (it usually does not).
* Qadir are body purists, largely because damaging or replacing parts of their body has adverse effects on their ability to produce the technology they are famous for. Removing both arms of a Qadir for example, seriously hampers their ability to call upon the powers of Al-Asir to fuel the Qatil batteries that power their Clockwork machines. The concept of replacing all one's organs with Chassis modifications as such is considered taboo among the Qadir, but very common among the Rishiq, who are not hampered from funneling the powers of the Machinist through their prosthetic replacements.
* Despite being intellectually informed about the ongoings of the world, the Qadir are woefully bereft of actual policy on many Affinities, Afflictions, and Magical conditions. They vaguely know they exist, like Marken, but show utter indifference to them, and have no common policy in society on how to deal with them or how to interact with them. As such, there is no communally enforced opinion or stance towards the Occult, save for the general sentiment that those reliant on Magic are probably a little bit intellectually challenged because they replace actual complex thoughts and understanding of physics and the world with Magic shortcuts. 
 
{{Peoples}}
{{Accreditation
|Artists = MonMarty
|Writers = MonMarty
|Processors =
}}
[[Category:Races]] [[category:Human Races]]

Latest revision as of 21:42, 10 March 2024

Qadir Ailor
Ashkhas Minara (in Zahram)
Qadirflag3.png
Motto: "Between the Machines of Knowledge and Ages of Wonder."
Amwwir2.png
Nation State Al-Alus
Ruler Technocratic Council by Examination
Other Present Regalian Empire
Languages Zahram, Common
Religion Unionism
First Recorded 10,000 BC
Demonym(s) Qadiriq

The Qadir Ailor are a Lineage of Ailor that shares a common ancestry with Ailor, but diverged at a point in history when their people moved northeast into the unforgiving deserts of Ard-al Nur. Lineages sit somewhere in between a Culture and a Subrace, meaning the Qadir are not quite as distant from Ailor so as to be a full-fledged different Race altogether, but are also not as simple as just a different culture. Being technicians, engineers, and scholars, if ever the world had a people that could be described as the world’s most technologically gifted, it would be them. The Qadir were reborn from the ruins of their Sariyd Empire, still lingering in the desert sands, sending echoes of past technological glories to anyone brave enough to venture deep into the drought. The Qadir are famous for their highly advanced technology, with most of the world's technological advances being generated by the studious Qadir engineers, producing clockwork devices ranging from household equipment to military technology and vehicles. There is no upper limit to the curiosity and capacity for invention among the Qadir: they are not a people beset with dreams of conquest and subjugation, but of progress and fame. When referring to Qadir Ailor, one can use either Qadir Ailor, or just Qadir, but they should never be lumped in with all Ailor, as that is offensive to their unique culture and history away from their Ailor cousins.

Design

Qadir are visually similar to their Ailor cousins, but different in some key ways. Skin tones for Qadir Ailor range only from Middle-Eastern, to Northern African, to Sahel-African, or Central Asian, strictly with darker to darkest skin tones (even if some white-coded people live in these regions). Qadir have a wide range of hair colors available, but also some that are unusual among Ailor: creamy beige, and crimson red. A very unique trait of the Qadir, is that they have sandstone-colored irises. Secondly, they have a curious skin-pigmentation that the Qadir Ailor call "Sirr al-Hayat" (Secret of Life), which involves a mandala-like pigmentation on the back of their hands that grows up their arms as they age, recording shapes reminiscent of important events in their lives in typical henna fashion. These pigmentations can have any color, change color part-ways, or faintly glow. Each Qadir Ailor has these Sirr al-Hayat, which usually end around their shoulders or chest when they die of old age. Qadir Ailor are a deeply intellectual and curious Race, valuing knowledge over (what their culture considers) the crude pursuits of warfare and combat. While this curiosity can just as well be averted to Magic or the pursuit of a martial lifestyle, most Qadir Ailor invest their time in technological innovation and scholarly learning. Qadir Ailor tend to be introverted and book-wise rather than street-wise, with other Race sometimes accusing them of being self-absorbed or abrasive, when in reality they lack an understanding of how other societies operate.

Why Qadir in Regalia

Why Qadir in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.

  • Center of Learning: While Qadir schools are great for learning, only Regalia provides a cosmopolitan environment with other Races, Cultures, and Religions all living together. This presents a unique environment for knowledge sharing, that Qadir will not have easy access to elsewhere. Regalia also has some of the best schools, causing Qadir to migrate to Regalia, and eventually settle after graduation.
  • Center of Chaos: Qadir Technicians in general love having test subjects, and where better than the center of the world's chaos, Regalia, where there are plenty of gullible Nobles who will buy pointless tech gadgets, or criminals running around free upon whom to test new inventions without guilt. Regalia is a great place to get rich, or at least gain invaluable test-field insight in the function of inventions.
  • Center of Wealth: While it was already partially mentioned in the previous point, Regalia is the capital of the world's commerce (at least the world which accepts the Regal as legal tender). Many Qadir have "made it big" by moving to Regalia, and peddling their services for Mercenaries who keep losing arms to be replaced with prosthetics, or Nobles who think: "It's bread, how much could it cost, 10,000 Regals?".
  • Center of Freedom: Qadir society can sometimes have a suffocating focus on Technology. Sometimes Qadir are just born with zero interest in innovation and tech, and have a far greater curiosity towards Magic or the Occult. While Al-Alus has restrictions on the use of Magic, Regalia is generally seen more loose, and allows a Qadir to easily find teachers and mentors to widen their horizons with the forbidden arts.

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).

Free Packs

Mechanics

  • Qadir do not need to choose a Tech Branch, they are able to build/edit/repair any Branch. Try to be conscientious when other players feel pushed out of their niche however!
  • Qadir are able to store memories being recorded in Memkeys. This does not stop Magic from tampering with Memories, but allows visual-auditory storage at the end of the day.
  • Qadir can make lore equivalent VR glasses to watch Memkeys, recommending players to write Lore Stories about experiences as recordings for others to watch (read).
  • Qadir can trap/rig their Rental/Base/Estate to give them advance warning of a break-in or unauthorized entry, needing to be OOC notified when and where a break-in occurs.
  • Qadir may be able to do a perception check on Machines or Tech during Events to learn more about them or unlock unique interactions that other people do not have.

History

This section covers a brief version of Qadir Ailor and extended Sariyd history. For a full understanding of Sariyd History, read said page. It is however possible to roleplay a Qadir correctly without ever having read this page. The Qadir are an old Race that long pre-dates the Cataclysm, though is not older than the founding of the Allorn Empire. The Qadir were one of the first branches of the Ailor Race that civilized into formal sovereign nations, and were able to largely deter Elven interference in their development. Somewhere through history, one Qadir tribe fell in with the Ordial Cultism God the Machinist, who they eventually betrayed and "killed", making them the only Race to have verifiably killed an actual God. However, due to infighting and politics after the fact, this God was reborn and plotted an ultimate revenge on the Qadir without them knowing. Drawing the Qadir into conflict with the Dragons, the Machinist eventually tricked the Dragons into accidentally wiping a large portion of the Qadir population out of existence with the Great Storm, leaving them greatly diminished. Through a pre-Unionist manifestation of a Unionist God, the Qadir were able to replace the corrosive death-magic fueled machines with Everwatcher-fueled machines. Over the centuries since, the Qadir have fought an unending war with the Songaskians, who walked from the Great Storm as the inheritors of the Dragons and usurped much of their once held territory. In the modern Era, the Qadir are not nearly as limited in number as the Dwarves, but are still considerably reduced in global power due to their population numbers. They are still considered the world's most gifted technicians and engineers, constantly at the forefront of technological advances, and having been formally allied (but not incorporated) to the Regalian Empire, creating a sense of security and community, with a healthy movement of ideas and people between the Al-Alus homeland and Regalia.

Language & Naming

The Qadir Language called Zahram is based on modern-day Arabic, particularly in the dialects of the Arabian Peninsula. This language has remained unchanged since the Sariyd days, and has only occasionally found the need include foreign words wholesale, as the Qadir approach linguistics with formal educated councils deciding on how to correctly apply Qadir grammar and vocabulary to new concepts. Zahram is spoken across the world particularly because of the Qadir Qasr Al-Muneer which act like small enclaves in foreign lands. Zahram is often used as the language of technology, with a variety of technical terms having been adopted in other languages to describe complex mechanical processes or applications. Qadir naming practices follow Arabic also (but are strongly encouraged to avoid Islamic prophet/persons of importance names like Muhammad, Esa, Adam, Ibrahim, Yaqub, Yusuf, etc.

Conflicts

A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict points for this Race, while also attaching some nuance, so that there is wiggle-room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.

  • Songaskians: The immediate most obvious case of conflict, is with the Songaskians. For hundreds of years, the Qadir believed that the Songaskians (being the inheritors of the Bronze Desert Dragons) were the byproduct of those responsible for the deaths of millions of Qadir during the Great Storm. This resulted in the never-ending war on the Al-Alus to Songaskian Masaya border, where hordes of necromancer corpses fight unmanned machines, a war with no victims, but one that seems endless. The Qadir-Songaskian conflict has since progressed into one less formed around historical reasons, but more about who has rights to own the land. The Qadir claim that the whole of Farah'deen was once their land, and Songaskians quite literally just occupied the cities that were left when the Qadir inhabitants choked out on the Great Storm. As such, this conflict is less about ideology, and more about land ownership.
  • Ordial Cults: The second most obvious case of conflict, is with the Ordial Community. The Qadir care less so about the other Ordial Gods, and can in some cases tolerate them, but have a burning hatred for the Machinist and his ilk. If there is room to tolerate Songaskians in Regalia, there absolutely is not for Machinist worshipers. Yet, the reality is also so that the Machinist still controls hidden schematics and tech that any Qadir would kill for to acquire. This causes a difficult situation where some Qadir may be forced to work with the very thing they hate to get the very thing they love.
  • Maraya: The Maraya conflict is far less about historical grievances and more of a friendly rivalry over technological prowess. The Maraya are dependent on incorporating modern Qadir designs to revive some of their old tech, but in the same vein also deny the Qadir much of their old designs in return. This is not enough to cause open conflict, but many Qadir would describe the Maraya as selfish and duplicitous.
  • The Occult: For the Unionist faithful Qadir, their conflict with the Occult forms much in line with how Dogmatic or Guided Unionism feel about them. There are tolerant Qadir, progressive Qadir who like the inclusion of Magic in society, and purist Qadir who agree with the Lothar Order and want it pushed back. Generally speaking, there is a lot of flexibility, but most Qadir would avoid learning Magic themselves because culturally Magic is seen as a "hack" to avoid having to learn actually intellectually challenging skills.
  • Dragons: The conflict that Qadir have with Dragons (and Archon/Dragon worshipers) is complicated. It is well known now that Dragons were not directly to blame for the Great Storm, and that they too were puppeteered by the Machinist, but the reality still remains that the Dragons just started attacking the Qadir instead of parlaying with them regarding the use of Death Magic during the Sariyd Era. For a Race so reliant on intellectual pursuit, debate, and empiricism, the Dragons and their supporters seem very narrowminded and fanatic to the Qadir. A Qadir will only very rarely agree to become an Archon, because any alignment with the Dragons while not overtly hostile, is certainly problematic.
  • Rishiq: The Rishiq are a branch of old-worship Qadir who still follow the Machinist, and mostly reside in the Farahdeen deserts while avoiding the detection of the Songaskians who patrol the desert sands. The Rishiq are old believers in that they were mostly accidental or fringe survivors of the Great Storm who did not want to join up with the Al-Alus survivors, or who rejected Al-Asir as their new God/Leader. These Qadir have advanced technology, but retain their loyalty to the Machinist, while their Sirr al-Hayat are still the old Death-script rather than the more modern cleansed variant. Qadir aren't openly hostile to Rishiq, but approach them with great caution as Rishiq are fiercely territorial and hostile to anyone trying to steal or learn tech from them. (Rishiq can be played in Regalia, but recommended for more underworld/hermit characters, because they do not thrive so well in highly populated areas, but could reasonably exist because of other Ordial Cultists in Regalia).

Power Source

Many would wonder, where does much of the Tech Qadir produce come from? Originally, this technology was all fueled by the Machinist. Power was directly drawn from the Beyond and Ordial Magics, meaning all Qadir technology was in essence fueled by Death Magic. This choice became their downfall, but with the arrival of Al-Asir, their power source changed. While the original Qadir were covered in Death-Script Sirr al-Hayat (tattoos) which were used as a conduit to funnel Death Magic into the power sources of their machines, when Al-Asir was adopted by the Qadir people, their Sirr al-Hayat changed to what they are in the modern era, cleansed of the influences of the Beyond. In essence, the Sirr al-Hayat are a method for the Qadir to manifest the power of their Gods into the work that they do, even for those who do not believe in Al-Asir as a Unionist deity and rejection Unionism as a whole, their spiritual connection still moves their machines. As such, Qadir machines (Clockwork largely by extension) in the modern era is fueled by Unionism or more specifically the endless power of the Everwatcher, which is invested in Al-Asir, who shares it among his people through the Sirr al-Hayat. There exists however Ordial powered Clockwork as well, particularly that made by the Rishiq, and in theory any other power source can be used to substitute (Leylines/Dragon power, Estelley power, Arken power, etc.).

Religion

Qadir Religion is both a matter of faith and civics, because the line between them is fairly blurry, at least in Al-Alus. Most of the Qadir are Unionist, observing primarily Al-Asir as machine-hand of the Everwatcher, and by extension many of the other Unionist Gods. Most Qadir profess a preference for Guided Unionism, because of its inherent mixing of intellectualism with faith, though a sizable Dogmatic community does exist. Below that in number are Al-Asir Unitarians, which means they acknowledge Al-Asir as their God, the Everwatcher as the greater entity that Al-Asir represents, but reject the divinity of the other Unionist Gods and the Emperor of Regalia (though still acknowledging his secular power). Below that in number are the agnostics, those who acknowledge the existence of gods, but prefer to see Al-Asir more as a civic secular figure than a figure in needing of worship. This is both acceptable to Qadir society at large and very viable, Al-Asir never forces faith in him, and treats everyone fairly, even those who do not observe the Everwatcher because of his intense generosity, kindness, and curiosity to all visitors in Al-Alus. Much the same are the anti-theists, those who are forcefully against the concept of religion as a whole and blame spirituality for much of the ails of Qadir history. And finally, there are the Ordial Cultists, either those in Al-Alus who hide their old loyalties, or the Rishiq who openly still worship the Machinist, believing his technological promise of power to be more true than Al-Asir's promise of unity.

Death Rites

Qadir Death Rites are extremely unique in the world, and considerably strange in the view of Unionism. Both in contradiction of Unionism, and yet encouraged by it through Al-Asir and the necessity of loss of population during the Great Storm, the Qadir do not actually let the souls of the dead pass on fully to the afterlife. This is also the reason why Qadir are the only people who can reasonably be Atheist without having their soul condemned to the Beyond in death (superhell), as part of their soul remains anchored on the mortal plane during death, so long as other Qadir are nearby to perform the final rites. When a Qadir dies, their Membanks are connected to the Mehd al-Maut (translated to Cradle of Death), which are a type of machine that collects all the memories of the deceased person, even after death, so long as they haven't been dead for more than a few days. In the Mehd al-Maut, part of the soul is anchored, meaning it is prevented from passing on, but it is also made incapable of turning into a Spirit or Undead because the core of the soul is locked up in the machine. The Mehd al-Maut usually houses several hundred souls, and become a collective of thought and knowledge that is very useful to the Qadir. They are often treated as super computers capable of complex calculations and logical predictions. Mehd al-Maut are usually scrubbed of emotions and individuality, it is not the same as a formal afterlife, though Al-Asir has promised that when Unionist Paradise comes, that the Qadir who watched over their kin in death will be freed from Mehd al-Maut and rejoin the living. Mehd al-Maut are an ancient technology, dating back to the Sariyd Empire. This means that some Mehd al-Maut can in fact be Ordial controlled, and contain malicious Spirits from the Beyond, especially those controlled by the Rishiq. Many are also still rumored to be dormant, hidden in old Sariyd ruins.

Fashion

Qadir fashion is varied, ranging from what we IRL would consider fantasy Arabic, to the traditional wear of the Rajput or Omani people. A very common fabric choice for the Qadir is silk because of its breathing and light yet strong properties, especially with shades of blue, brown, and orange or copper. Gold is a color frequently avoided in traditional Qadir clothing, preferring brass or bronze for jewelry, while the color green as a strong accent or dominating color is avoided because of the inherent associations with the Beyond. Qadir Fashion tends to be fairly fluid because many of them do not spend a second thought on clothing expressions, preferring the merit of their mind and words to do the talking than impressions of their dressing style. Additionally, many Qadir live in foreign lands where it often pays off to adopt local customs, so truly traditional Qadir clothing is often only worn in Al-Asir, while Qadir living abroad (and particularly Regalia) experiment a lot with styles and clothing types of foreign cultures. The Qadir do not formally have a dress-code, they can wear as much or as little as they like, and have no real distinction between female or male styled clothing either.

World View

  • Qadir relations with Regalia are fairly complex. At a base, they are natural allies, because of their Ailor proximity to each other, but the Qadir also fiercely refuse to be incorporated into the Regalian Empire and to become a part of it fully. They trade and are part of the Regalian economy by using the Regal as legal tender, and allow Regalian navies to lay anchor in their harbors, but refuse to become part of this "Beautiful mess" - as they call it. The Qadir consider Regalia to be an inefficient bureaucracy led by a morally corrupt nobility. The Qadir believe Regalia is far too anarchy ridden to be a good state to be part of, with anti-intellectual movements within its own leading classes, but still acknowledge that Regalia is the most viable path for them to exist in the world with a formal protector and ally.
  • Qadir Ethics are sometimes criticized by other Races and Societies because of its apparent lack of any standard whatsoever. The Qadir value progress above most other things, so as long as they can avoid causing harm to sentient other persons, most experimentation is permitted. This includes but is not limited to the creation of artificial homunculi for the purposes of experimentation, as soul-less homunculi lack sentience and awareness to express or experience suffering. When a Qadir applies a standard of ethics, that is entirely imposed by themselves, and only by their own moral guiding.
  • The Qadir lack nobility in the sense that Regalia has it, inherited wealth, fame, and power, bereft of actual skill. This is largely also a point of criticism of the Qadir of Regalia's autocracy: the fact that Nobles can sabotage the government either because they want to, or because of sheer incompetence and a sense of entitlement to power. Qadir do however have famous families, descendants of famous investors who are held to a higher standard and may approach more public funding than other poorer families would for the hopes their descendants might rub off on some of the genius of their ancestors (it usually does not).
  • Qadir are body purists, largely because damaging or replacing parts of their body has adverse effects on their ability to produce the technology they are famous for. Removing both arms of a Qadir for example, seriously hampers their ability to call upon the powers of Al-Asir to fuel the Qatil batteries that power their Clockwork machines. The concept of replacing all one's organs with Chassis modifications as such is considered taboo among the Qadir, but very common among the Rishiq, who are not hampered from funneling the powers of the Machinist through their prosthetic replacements.
  • Despite being intellectually informed about the ongoings of the world, the Qadir are woefully bereft of actual policy on many Affinities, Afflictions, and Magical conditions. They vaguely know they exist, like Marken, but show utter indifference to them, and have no common policy in society on how to deal with them or how to interact with them. As such, there is no communally enforced opinion or stance towards the Occult, save for the general sentiment that those reliant on Magic are probably a little bit intellectually challenged because they replace actual complex thoughts and understanding of physics and the world with Magic shortcuts.

Accreditation
Writers MonMarty
Artists MonMarty
Last Editor Firefan96 on 03/10/2024.

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