THE ABBASSID 4TH CALIPHATE, 1ST REPUBLIC
Note: Might be outdated
The Abbassid 4th Caliphate, 1st republic (Known as the Abbassid Republic to differentiate from the older ones) is a 1300 year old (as of now) semi solarian affiliated Caliphical Republic. Owned by Icecreamandwaffles, its official language (Middle Abbassidian) is one of the few languages not based on any other real world language (Germanic, Latin, etc.) Currently, it borders the Federated Workers of Harsaltan to the North, Eragon, the Mazore isles, and Ta'Ka'Ra to the Northwest with it's E.E.Z.

The Abbassids, pictured and centered here

The Abbassids, pictured and centered here
It's Geography resembles that of Vietnam, Thailand, Laos, and a hint of Indonesian. Aswell, it's cultural grouping are split into it's Satrapy reigons. These reigons comprise of Amaridia, Old Abbassida, Middle Abbassidia, Kælsæphœtœ, and the special reigon of Rhœmæ and Gæsœ. It's two regions rolled into one, due to the assimilation of the previous Gensou (Which was Abbassidianized into Gæsœ) peoples.
Due to the confusion of the 4 caliphates, here is a quick table to differentiate them:
| 1st Caliphate | 2nd Caliphate | 3rd Caliphate | 4th Caliphate-1st Republic | |
| No | No | Yes | "No" | Vassal? |
| ~620/340-1150 | 1230-1920 | 1920-1947 | 1947- | Period |
| Absolute Caliphical Theocracy | Absolute Caliphical Theocracy | Consitutional Caliphical Theocracy | Consitutional Caliphical Theocracy with Supplemental Republic Elements | Goverment |
| Abbadids | Abbassids | Abbassids | Iæltmægær-Abbassids | Dynasty |
Abbassidian extra Lore: Here!
Slot: A13
Language
The Lingua Franca (or Abbassidia in this case) Is the Old Abbassidian dialect. This one is the purest, and has all the bases checked with the other Abbassidian dialects. Gæsœ also has much more in common, as they also have many things borrowed or outright stolen functions from them.
Abbassidian is the main language in.. Abbassidia. It is very unique in it’s base 15 and use of æ and œ to replace a and o respectively, and is further split into Amaridian, Old Abassidian, Middle Abbassidian, and Kælæsphœtæ.
Gæsœ is a breakaway culture from Torraceli (Eragon’s country) that split off from Gensou in the 1400s due to its dissolvement. It operated largely like a venetian thalassocracy, inhabiting the largest island to profit off the fact Abbassidia could not tame the island before they did and did business with it.. The Abbassidians then annexed it, and slowly integrated it into its culture. Now, it is more or less half Abbassidian and half itself due to the ~547 years of cultural integration.
Capital City
Cælædœniæ (Or caledonia) Is the capital city of Abbassidia. It sits near the mouth of a bay similar to Chesapeake bay, and has ~1 million inhabitants. It is most famous for holding the grave of almost every caliph, the founder of the national reigon Muawaldism Abbas, every major goverment building, a beautiful coast, 2 palaces (one for the current caliph, one for hosting meetings between major figures), and being one of the flattest major cities in aetera.
Each grave of the last preceding caliph (except the 6th, which is currently being digested in the sea after everyone decided he was so evil he should have no resting ground) is stored in a 2 story mausoleum with a museum next to it. In that museum, each life of the caliph and thier many artifacts are displayed to tourists across the world, and is a humiliating sight to the incumbent caliph.
The founder, Abbas currently resides on a small hill next to the incumbent caliph’s palace. He was buried there, and subsequently a palace was raised next to him. This palace is shaped like the 8 pointed star common in Abbassidian iconery, and is 3 stories high. It looks more or less like a fortress that had many things strapped on it in a hodge podge yet elegant way.. Because it was. The 2nd palace was commissioned by the 12th caliph, Cælætær Abbas-Færtœ. It was used originally as a palace for him, but was later on used as a palace for the heir, and then as a house for the old constitutional powers.
The culture is old as time, as detailed as a fractal: It is said to be 2000 years old and constantly changing since then. As a commercial city, most of it owes itself to the fact every single major thing in Abbassida comes here to talk, and is minorly boosted by the fishing industry profiting off the bay. Although other towns do it better, there is no denying that this place is prime spot for it.
Population
Currently, 24,005,487 people live in Abbassidia (Country proposal sheet estimate using major document listing my land area, and indonesia’s ppl/km² being 33)
~6 million Amaridian, 5 million Old Abbassidian, 7 million Middle Abbassidan, 3 million Kælæsphœtæ, and 3 million Gæsœ. Amaridian, Old and Middle Abbassidan, and Kælæsphœtæ are all one ethnic group, while Gæsœ is a unique cultural group with no other like it.
Government
Abbassida is a Caliphate with democracy strapped to it due to its loss in the great war. It also has a regional satrapy system, which is a for life (until they retire or hit a age) position for every bæron, gær(mæt) involved.
It is a 4 way split between the caliph, the satraps and thier subordinates, and the lawmakers and the meritocratically put in Gær kæmæt (high official/researcher). Only the gæt kæmæt and lawmakers are involved in instituting laws, while the satraps enforce them where they are put. They also propose laws, or act as a regional court for which regional laws are implemented.
Each “faction” of the 4 way split convenes in a single building, picking their leaders to go in it to discuss national things. Usually ends with lawmakers arguing over economical things.
Economy
Capitalism is the main system, alongside state companies. These state companies control 30% of the market as of now, and are kept in check by the caliph extensively.
There cannot be, in a business a:
Below .5 Para (10.37 USD) per hour in wages or compensation in material (At least .2 para is in money)
Below standard living conditions
ANY insider trading
Any breaking results in an investigation and correction.
Insider trading, and any large enough conglomerates are banned because of trustbuster laws.
Most of the economy is made of small businesses, small farmers, and middlemen companies buying and selling these products to larger cities where small farmers would struggle.
Price gouging, and manipulating people to sell lower than a market base is highly illegal and is subject to many hundreds of para (15$ per para) fines.
Danger pay is 1.5x your average pay. Eg. 1 1947 dollar a hour = 1.5 1947 dollar a hour
Unions are allowed and can be registrable. They are not disallowed, but can be investigated by police for suspicion of being a front. This often leads to companies calling them when a protest is near, but can backfire as too many calls can raise suspicion on them. It’s also illegal.
Economic policy:
"Kæl Sætræ kŕæl Companie" "A satrapy needs a company" The economy is mostly capitalist, but has elements of nationalization. For example, every Satrapy has a company that is tied ONLY to that Satrapy, and nothing else. Coupled with the non hereditary status of Satrapies, this prevents corruption. More importantly, these companies are not domestic, letting the company go into multiple markets and be affected the same as other, international ones. However, Satrapy governors are hereditary, and do get a company of thier own.. Leading to some pretty corrupt people. The Republic is starting to crack down on these traditional privileges, but it is increasingly harder the richer they get.
+Could end up controlling multiple markets and making the Republic hugely influential in sectors +Funding doesn't need to be so much, Satrapies could literally be self sufficient if they make enough making for some great military budget -You are fucked twice if your company either bankrupts or the globe collapses
Also, these companies have 60% of thier stocks owned by the government to stop them from being controlled.
Government Centralisation and Cohesion
From the 4 way split of Abbassidia (Scholars, Elected officials, Lawmakers, Satrap (Caliph is above this so not counted)):
Each small town has a bærœn, who is lead by a Gær bærœn, who leads 30 bærœns in multiple council meetings. These people are lead by a gæmæt bærœn, who leads 7 of the gær bæron and any cities (who is lead by a bæron who skips the entire council part and just directly speaks to the gærmæt bærœn). These gærbæron are lead by the satrap in a council. Then, above them is the highest man, the Caliph. Every reigon is governed this way.
The powers of gærmæt and satrap are listed due to the gær and bærœns being very small in the scheme of things. The gærmæt have the power of influencing where funds go to many towns, including essential services but NOT transportation. That is the satrap’s job. Under the satrap’s power aswell is a seat to one of the 4 major companies (Gæsœ being the only one without them), granting the satraps enough power to almost match the Caliph if they ever bind together. They usually do not, as every satrap is for thier own interests, and no big bad unifying force ever appears.
For democratic legislation and laws, there are the lawmakers and gær kæmæt. When someone proposes a law, they go to a bureaucratic house and propose it. Then they get a paper acknowledging that statement in detail, where they want it to be in, and start the climb. First they go through the city court for approval, then jump straight to gær(maet) regional court for approval there. Or satrap court, for the entire region. Then, if national goes to the national court. The highest authority signs on in it (if national, caliph) and is implemented where the bill directs. There is no restrictions to *where* it can be, just that the court there agrees on it. A Gæsœ man can propose a Amaridian law, come there, win, and have it proposed.
Meritocratic people are usually put in unique systems of power due to their independence and what they do, but usually goes like:
Worker, independant manager (essentially a union guy), leader of managers in a region, council of regional managers, leader of council, council for the whole country.
Essential workers (Healthcare, Police, Firefighters) also follow this, but aren’t subservient when working to anyone (as they reside on government property).
Lawmakers are the bureaucratic arm of the 4 way split. They usually run the country's finances, funds, economic policies, and are structured the same as essential services. There is also the scholarly branch, which is more or less independent. It usually debates on religious laws, and corporeal laws.
Taxation is a consistent 10% tax, from the very start of Abbassidia. It is dependant on how much you make and what you do:
For example, a poor farmer will have some of his crops taken and paid by the government at market price to feed their army for cheap.
A rich businessman will have his assets calculated and pay 10% of that amount.
A worker will have his salary given, and take 10% of that annually.
Law enforcement is corporal in nature, with few prisons for the very worst. Whippings, taking and redistribution of property, fines, and even death (for high crimes that are debated alot by bureaucratic scholars and lawmakers) are common practice in Abbassida.
In order to ensure no insane laws are put in a region, most courts will have an expert in what the bill wants changed to examine and correct anything that may be exploited. Laws can also be fought in reigonal and national courts.
There are 3 tiers of courts: Small, Reigonal, and National.
Small offences are usually put in a small court, and the 2 people who did and were affected by it settle it. Almost always, it is settled in a laid back Abbassidian-style court where there are little rules regarding politeness. A band of 10 family members (5 per side) and 10 jurors vote on 4 solutions, 2 being given by the jurors and 2 being from each side. The jury gives thier votes and the person is either punished or let away. Small beatings to interrogate people are sometimes handed out if they are deemed suspicious, and a strict margin of punishment is set. No one can just say “Off with his head!” And be taken seriously..
Regional courts are for higher offenses or to battle laws in that reigon. If a murder is made, they usually come here. It is much more Donaburan styled and “Western” (ie us styled), with a jury of 30 voting from all regions in that area of court. This is to prevent corruption. There are many more rules, so a 1 week grace is set to at least teach everyone involved how to (If they haven't been taught). They can also request a translator if they cannot speak the lingua franca; Old Abbassidian. You can always escalate to a national court, but you MUST have a reason to do so.
National court is the highest level and can only be instituted by a reasonable cause. There are 5 courts across each capital satrap city, and are attended by many more people. Now you have to deal with more experts down your throat, more powers, more everything..
And the Caliph can always attend.
And, in order to insure officials from all branches are interacting with each other, many councils are formed regionally, or in city to advise the bærœm or gær(mæt) by lawmakers, scholars, or meritocratic officials. This is heavily encouraged to keep each branch interacting and nipping any insane idea that would destabilize everything.. Or is it?
Corruption is apparent in smaller levels due to it being the greatest sin in Abbassidia’s main religion, but it is being done via these councils.
And, resistance is very high and integration low. Any country occupying this country has to deal with a 1300 year old country with many thousands of councils, regions, and whatnot to manage completely alien to whatever they have.
Terrain and Climate
Taking into account your location on the Flyout map, please describe the terrain and climate of your nation. Describe the major geographic features that shape your nation’s landscape, such as mountains, valleys, coastlines, and bodies of water. Highlight any significant natural landmarks that hold cultural, historical, or geographical importance. Explain the prevailing climate conditions in your nation, including average temperatures throughout the year, patterns of rainfall or other precipitation, & any notable weather phenomena. Provide information on how the terrain & climate may impact aspects of life within your nation, such as agriculture, trade routes, settlement patterns, & more. This information will help us decide your economic standing and military defense, as well civilian quality of life due to the physical environment of your nation & its potential implications for events related to resource management, infrastructure development, disasters, & cultural adaptations.
Major Cities
In the map, right to left: Æmæræid, Læpædœ, Dœplæ, Mæphæs, Cælædœniæ, œlœdœr, Kælædœniæ, M'gænæ, Rhœmæ
Æmæræid is the major city for Amaridia. It has a major base, and fishing industry as well. Its main import and export is agricultural products, exotic foods, and wood.
It is relatively new, being 800 years old, and has the founding monument. It is 6 stories tall, and is shaped like a giant triangle pointing to the sky. It is said to sometimes reflect the sunlight so 3 bright pedestals shine: Creating a beautiful spot that people would paint in. It was only for a few minutes, and people who tried sitting there felt as if they were being fried alive.
240 K
Læpædoæ: The capital of Old Abbassidia. Imports a majority of everything, and is considered the mouth of Abbassidia. It also is considered the stomach for processing most of thede things. Twin sister of Dœplæ, and is ~1800 years old. As such, it has many different monuments such as: The eternal tower; A tower situated on the largest hill in the city that was constructed 1600 years ago and is still standing. 7 stories high and was a major watchtower back then. Now is a museum.
300 K
Dœplæ: Another major city in Old Abbassida. Major fishing industry, and considered the 2nd oldest city in Abbassida, or even the world. 2000+ years old. Its oldest monument is the King of Dœplæt, Hætær’s temple for his cult of personality. Now is a museum for pre Muawaldi Abbassidia.
200 K
Mæphæs: Uniquely landlocked city. Situated between two seas, it serves as a import export hub for people who wants cheaper docking costs. It also houses a stout 8 pointed star shaped temple that is said to be the place where god sent another man visions to found this city.
100 K
Cælædœniæ: See capital city.
Œlœdœr: Kælæsphœtæ capital city. Due to its lack of natural anything other than wood, it serves as a military base and a producer of many things. The main council building is unique in Abbassidia, as the architectural style is based on Donaburan roofs.
87 K
M’gænæ: Capital of Gæsœ. It has a fishing industry as per usual, and imports many things from the north or serves as a middle man hub to offload shipping into smaller craft. Also serves as a major millitary base for boats. The architecture is very different, being made of wood stilted houses and sharply contrasting with large limestone and concrete major buildings. At least those are far inland..
75 K
Rhœmæ: Major Gæsœ city. Similar to M’gænæ, but with the addition of many more exotic plants. Many come here to try them out, make a living by farming, or barter them. In fact, there is a large stock exchange for exchanging exotic goods, after too many people said they were scammed out of their money in 1464.
Major Ports/Harbors:
There are 2 major harbors that hold the heavier cruisers and battlecruisers of Abbassidia:
Trærfæt Harbour: This can hold 30 small ships and 5 large ships. It is connected to a national railway, and is considered the most important for southern defense. It can also hold 40 small ships’ worth of supplies, or 15 large ships’ worth of supplies. It resides in a bay near Dœplæ, and usually uses the national railway that connects most major cities to also carry its logistics. It was built in 1546 as a way to defend Abbassidia, and also has a small museum to commemorate the few ships that were created before 1800 and still live.
Iæltæ Harbour: A small village which was chosen to house a large harbor. It is tasked with securing the inland sea from any attacks, and keeping a safe haven to any ships that seek refuge in case naval power fails. It also serves as a major part of the village’s economy. Currently it can house 6 large ships and 20 small ships, and their worth in supplies. If needed, they can order supplies from Træfæt or ship valuable parts to them.
There are also 2 extra small harbors that also serve as a docking port to shipping:
Værtœd æ Tælætær: 2 small harbors connected together, hence the name Vætœd and Tælætær. It can hold 15 small ships, and 15 civilian ships. It is situated in an inland sea, so no large ships are made. The town it currently resides in uses it to station thier fishing vessels and import from the surrounding countries in the inland sea.
Ghætæ Sæu: One of the major bases for Gæsœ. It serves as a defense for the northern part of Abbassidia, but is not that large due to the lack of any threat in the north when it was built. It can hold 2 large ships and 10 small ships. It also serves as a major harbor, as Gæsœ depends on domestic and international shipping as its only source of transport.
National Resources and Economic Produce
Most of Abbassidia’s major exports are Exotic goods, food, fish, and wood. Almost all of the little ores that are produced are kept to be used in Abbassidia, be it ships to planes. There are some dams that are built in some rivers, but this is usually at the cost of many millions due to the need to keep a reservoir from seeping into the ground and creating large catastrophic mudslides.
Abbassidian soil is very spongy, being nutrient rich from millions of years of dead animals creating the perfect climate and soil to grow anything. It is said that Abbassidian plants are shipped with no thought of being replanted, as most die in a week without this precious soil.
Abbassidian fishing also holds many unique animals, from old creatures to miracle fish so rich in protein that eating it is said to increase your muscle mass per bite. The ocean brings in many things into Abbassidia, and the fishing industry is always a large part in such a seaborne country.
Economic Boons
As stated before, exotic goods and fishing are very large and flourishing. As it will always be, there seems to be no stoppages of their growth. The sheer natural favors will not change unless large swathes of changes to the earth and air itself starts.
Aswell, due to the population growth there seems to be an abundance of laborers. Most are willing to work as minimum wage workers, and labor in the fields to construct government projects.
The capitalist free market seems to add more growth to sorely needed places, where less important produce can be sold.
Tourism has taken a backburner to the economy, but has started to see some growth as small islands have become a paradise resort to use them better and increase the local wealth of the inhabitants. No more do they have to fish for money, now they can fish to eat and have some in thier family work in a resort when times are tough. This may start inequality in these islands, however. If ever be a corrupt person running it..
Economic Struggles
There is a lack of ores, steel, and coal. Most come from any mountain range that is in Abbassidia, but there isn’t enough. With Donabura gone, Abbassidia has no stable trading partner; While doing business with any country is a good short term agreement, it seems that Abbassidia may need to exert its soft power.
The Army, Navy, and Airforce are hampered by this, and many plans of war to conquer a rich area are being secretly made to secure Abbassidia’s defense.
Technology Level
Most millitary technology is from Donabura, with most Abbassidian made inventions being more civil. Currently, the 4 state owned companies are making breakthroughs in civil and military aviation and shipping. Helicopters are being studied to finally have a true island defense without spending millions on airfields, and refrigeration and cooling are top priority. Civilians in Abbassidia are starting to yearn for A/C in the middle of summer, because it is just too hot to work in this damn place. The research in Abbassidia is currently being boosted by the belief that it will cheapen defense, increase trade, and finally create better paying jobs outside of farming.
National Education/Research Quality:
The system of schooling in Abbassidia is influenced by Donaburan schools. First, a child enrolls in preschool and kindergarten (which are the same building), then middle school, then high school into college or a trade school. All schools are state owned. Most people choose to go into trade school and either pursue farming or laboring. However, the people who do go into college are paid by the government if they cannot afford a dormitory there.
As Muawaldism emphasizes knowledge, 5 major colleges for each region are built and are the most prestigious. The leading college is currently in Læpædoæ, who has a aviator club, a naval club, and a scholarly wing.
The spreading of knowledge usually comes in 5 year reviewing and rewriting of school textbooks, and the addition of new information.
Please provide information on the education & research quality in your nation. Describe the structure of your nation’s education system, including levels of schooling (primary, secondary, tertiary), & educational pathways. Highlight any specialized educational institutions or vocational training centers that contribute heavily to the development of specific skills or knowledge; such as well-known universities. Explain the emphasis placed on research, technological advancement, & scientific exploration within your nation. Discuss any prominent research institutions, scientific achievements, or areas of expertise that your nation is known for. Additionally, elaborate on how education & research initiatives contribute to the overall advancement & prosperity of your nation. This information will help us understand the intellectual & technological prowess of your nation & their potential implications for scientific development & events related to innovation, academia, & knowledge dissemination.
Military
Stated in google sheet.
Military Struggles:
Currently, due to the war reparations being put on Abbassidia some forces are using outdated equipment. Most notably in the north, where there seems to be the least amount of conflict.
The navy is least funded, but only carries out defense, bombardment, and support. The majority of funding goes to the airforce instead.
National Welfare
Currently, the Abbassids have welfare in the form of mosques, and working programs to give people a job in government programs. They are usually bare minimum wage, but it usually pays for 1 person. Mosques usually house beggars, give them aid for 1-2 months, and search to give them a job. This works well enough, but addicts are usually turned away. Those people usually endure much shame, and government programs to house them are popping up. These programs give them housing near a government project, and
Culture and History
Abbassid Republic Δημοκρατία των Αβασιδών Æbbasie Ræpublæ
The Abbassid Republic is a Republic built on the forced dissolution of the Abbassid Caliphate, and is a relatively tropical area as with the rest of the continent. Its borders end with the Abbassid mountain range to the north, the Bathlahad chokepoint to the east, and the oceans guard its relatively rich coastline. Due to this rich coastline, 75% of all Abbassidians live in the coast or the island of Abbasynia. The 3 main nationalities are Abbassdians, Rhomanoi, and the Gaesoe. All 3 nationalities share no distinctive common language, but the Abbassids and Gaesoe do have one - The Abbadid language, which the Abbassids do speak. Ethnic History - The Abbassid peoples arrived first, coming from the eastern interior and settling in the relatively cool coastline and interior. The Rhomanoi followed suit, arriving in the smaller island via the sea. The Gaesoewere last to arrive, splintering from the Abbassid language into a new mixed minority with the natives already in the island. Abbassid History - The earliest ethnic kingdoms emerged in the 200s, and were generally stable throughout the 200s-500s. But after the formation of Muwaldism, the 3 places were unified into the Abbadid caliphate through blood. The caliphate spread further and touched the north, until it collapsed into multiple quickly conqured caliphates and Amirates and fell into the present reigon of the Abbassids in 1000. Due to the fact that the Abbadids were now quickly disregarded, they fell into the Abbassid name. They would regain land to the east, but were then bested and vassalised by another empire to the north. It would then enter a 500 year period of forced vassalisation by many empires, culminating in a rich culture with many different types of weapons, doctrinal ideas, and a weirdly free spirited peoples. After 1600, they rebelled and quickly won after Anderhiem II "The great" curbstomped the now old and weak empire.
Modern Culture and Society
The formation of the Republic is situated at 1920, a very late time compared to any other country. They were created when Donabura annexed Abbassidia, and still exists today in name. Due to religion and sheer competency, the Caliphate was still alive and kicking to some degree. But it wouldn't last with the bad bureaucratic system, and needed a desperate fix. Due to this, the reigning and still present monarch Tahæ VII decided to instate the modern Satrapy system and form the Caliphical Republic - Giving up some responsibility to the prime minister and "Μεγαλύτεροι Κυβερνήτες", in exchange for more efficient bureaucracy and taxation.
Religion
The deity system is a system of angels and demons that reside in the Sun (good), the Moon (Bad), and the Earth (Neutral). Many demons, djin, good spirits and guiding figures are usually centered around God, the Sun. They work with him, against him, or was made by his action and inaction. The Deity system comes in the personification of these ideas. Most strikingly in the origin story for Abbassidia:
Faith, created the universe. Impatience, created all the space in the universe and spread out Faith's creation to have as much in as little time possible. Patience, waited until Impatience had its time. Then, it created the world. Knowledge, created all life on earth. Lust, Corruption, and Deception created all the death in life. Grace, created the humans. When humans made from the earth stained from blood, it accidentally was imbued with Callousness and Tyranny; Which made them stray from God. Truthlessnes and Use of others came shortly after, to torment them for as long as they strayed the path of dark. Muawaldi was born and given the miracle of knowledge, to tell everyone about this shortly after and try to come back to the 9 great virtuous deities.
But there is ONE good God, which hath made all; God (Gær Alæ). That which has made all things virtuous, including faith itself. Faith isn't God, but God is faith in a sort of way. God has made all things spiritual, and everything physical is a mix of God and the great sins.
Including the great sins, after being tricked into sharing what he didn't want by the sins in his universe and accidentally enchanting it into said place.
(No this doesn't mean God has made multiple places, but he has spoken with the sins once as evil "fæ" while making the universe while being tricked into thinking it was knowledge. After finding out, he made them into the sins.)
God currently resides in the sun. He judges all humans in his palace, and uses the blinding sun to hide his prying eyes. If he sees you do too much bad, you will be punished. If you are judged right you get to stay with him, if you dont you get sent to the moon.
and the moon is the exact antethesis to the sun: Only following in its steed, shining dimly, and dissapearing when the sun and all good thing appear. It only rises like a vulture, to when god looks to another place or sleeps.
and it spreads its evils, for it is commanded by the corruption itself. And corruption is the original fæ which tricked god. But god cursed him with becoming Corruption itself, and such all shy away and only come with black hearts. But corruption waits for the black hearts to come, and slowly tries to get humanity to come back to him. He is fortunately repulsed by god and the sun, so all men shall praise both.
On Alcohol: Corruption created it to mislead anyone. However, pot and coffee is independent.
Abbas never saw god, therefor god cannot be portrayed accurately. All portrayals are simply just suggestions, but please dont make god look bad.. Thats a very bad thing to do. The sun sees that.
Domestic Tensions
Currently, the Gæsœ feel they are being neglected in funding compared to the other 4 regions. This is starting to give the citizens doubts about their Caliph, and if they should overthrow or at least force him to provide more aid. Social inequality is starting to take hold.
The entire Abbadssid democratic system is a MESS. 3 different things (Lawmakers, Satraps, Elected officials) are all over the place, and no one knows *where* to put elected officials or Gær Bærœns or Lawmakers.
Foreign Relations
Now allied with Solair and the Pan Artzian Coalition. Associates to both.
Border Statuses
Currently there are no conflicts. The north is now open borders + demilitarized with Harsaltan. But there is many a war plan drawn just in case..
Additional Lore
Folklore: Folklore usually has a variety of animals that are either unknown animals, mistaken ones, ghosts or moral beasts However, due to the interconnectivity of the nation, There are 5 common ones Hœmæ: Bird that never lands. Used to be one species, but a bird liked flying a bit too much.. It lays its eggs in the cloud and can float on water, but cannot land on land and walk on it. Landing on a peice of land it cannot fly out of is a death sentence. When one does, it either died or sacrificed itself for a great cause. Did I mention it also has that ability to have "human" emotions and things? Kælfœrmætmæg A animal which is possesed by a revenge full human/thing with human emotions, usually a soldier or someone murdered in betrayal. Features from the animal change to thier personality, from a soldier bird that has swords for feathers to a nun deer with religious memorabilia. Dont ask me how a nun deer can enact revenge. Althæzæg Lit. Although (althæ) there is one that is left behind (zæg) A spirit that is left behind by someone, out to kill 'em. Usually left behind by someone evil to show how doing such bad things may bite you in the ass later. As such, villains are shown killing a henchman or two to emphasize how evil they are. Camphætaiæt Imagine a horse that is bred for war. Now give it armour. What if.. You created a steed that was born with iron skin, a horn for charging, and a eye that could judge anyone worthy of it? Yea, this is that. Probably ridden by heros worthy, or some historical figure. Iætkolter Skinwalker. Takes the form of something living, and either blesses you or curses you. You can see the blessing part in kæ- the northern part.. And the southern parts have a more sinister side. The islanders usually have a variation where they can inhabit non living things, coming from their Anamist roots. Recently, some were given cannons for mouths and somehow shoot someone to steal their souls. Most likely some soldier who met a sniper.
The Abbassid 4th Caliphate and 1st Republic is a nation based on a very old culture. Like Iran, its people have seen many ages and remained independant for almost all that time. Its culture is very unique compared to the others around it, being only truly against corruption and with close knit yet seperating families. The state is, as said the 4th caliphate for the people and the very first republic. The third was the one under Donabura, and the 2nd was a 600 year long caliphate before it was willingly vassalised with Donabura. The first one was 500 years old, being founded by the religons prophet itself; Abbas. The names of the caliphates come from him. The Abbassid Religon Muawldism is a monothesitic one, telling all adherents that the 8 pointed star (Ie the sun itself) has a virture in its points. All adherents strive to follow all, to shine like the sun itself. When Muawaldis die, they are either cursed to the barren moon or let to shine alongside the sun.
GDP: 2,534,531,325 ₽
National Spirits
| Spirit | Notes |
| As Old as Time, as wise as the sun (+) | The Abbassids have a variety of methods and techniques that would otherwise be lost to time. As such, it is common to see that even the smallest community seems to be well off compared to its counterparts. |
| War and Reparations (-) | This country has been newly made by peace treaties and is lucky to not be divided further. However, this also leaves them vunerable by having to divert a ton of GDP to reparations and rebuilding. |
| Uncorrupt (+) | The Abbassids do not take any form of corruption lightly. Corporal punishments are used to teach a example; One that has worked well. The insides of this nation are seemily spotless, as everyone is afraid that a random check might happen when they even take a dime. |
| Agrarian (+/-) | The Abbassids have a large workforce and tons of grain; Yet have virtually nothing in industry bar the mountains that took it in desperation. Unless corporations pull into this untapped market, we have a large male population twiddling thier thumbs before we turn the mountains gold. |
| Corporate Experement (+/-) | The Caliphate has been tried and tested, but even in the 2nd caliphate the merchants seemed to be telling us of a augment to this. Capitalism may either be the way we create a powerhouse and utopia for our citizens... Or the spark that lights the hay on the camel's back. |
| *Too* Unique (+/-) | It might be that some things are unknown to others, the fact they have lived so long ago thier peoples are only a fresh new culture, or the seemingly alien relgion they have. The Abbassids have become too unique, thier culture and ways almost incompatible with anyone else that isn't in Artzia. They have a hard time even joining pacts, but are almost self sufficient in a way. They still trade and do things with other nations, but as a whole? They are too unique. |
| Nationalism eternal (+) | Anyone who occupies this land will be met by people who will never accept thier overlords. For they have lived there before your nation was a thought, fought for it countless times, and only once have truly accepted terms once. Even then, they did not trust them, and they dont trust you either. |
| Donabura's legacy | The only other hand in the Abbassid nation has been the short time Donabura has been there. Donabura finally modernized the nation, and saved it from becoming a backwater nation in a way. It striked the nation like thunder, and has given the Abbassids one sorely needed reason to contact the Artzian reigon. Many buildings, tactics, and ways have been newly influenced by a distant culture, and has been one of the greatest legacies of Donabura; To change the eternal sun. |
Language
The Lingua Franca (or Abbassidia in this case) Is the Old Abbassidian dialect. This one is the purest, and has all the bases checked with the other Abbassidian dialects. Gæsœ also has much more in common, as they also have many things borrowed or outright stolen functions from them.Abbassidian is the main language in.. Abbassidia. It is very unique in it’s base 15 and use of æ and œ to replace a and o respectively, and is further split into Amaridian, Old Abassidian, Middle Abbassidian, and Kælæsphœtæ.
Gæsœ is a breakaway culture from Torraceli (Eragon’s country) that split off from Gensou in the 1400s due to its dissolvement. It operated largely like a venetian thalassocracy, inhabiting the largest island to profit off the fact Abbassidia could not tame the island before they did and did business with it.. The Abbassidians then annexed it, and slowly integrated it into its culture. Now, it is more or less half Abbassidian and half itself due to the ~547 years of cultural integration.
Capital City
Cælædœniæ (Or caledonia) Is the capital city of Abbassidia. It sits near the mouth of a bay similar to Chesapeake bay, and has ~1 million inhabitants. It is most famous for holding the grave of almost every caliph, the founder of the national reigon Muawaldism Abbas, every major goverment building, a beautiful coast, 2 palaces (one for the current caliph, one for hosting meetings between major figures), and being one of the flattest major cities in aetera. Each grave of the last preceding caliph (except the 6th, which is currently being digested in the sea after everyone decided he was so evil he should have no resting ground) is stored in a 2 story mausoleum with a museum next to it. In that museum, each life of the caliph and thier many artifacts are displayed to tourists across the world, and is a humiliating sight to the incumbent caliph.
The founder, Abbas currently resides on a small hill next to the incumbent caliph’s palace. He was buried there, and subsequently a palace was raised next to him. This palace is shaped like the 8 pointed star common in Abbassidian iconery, and is 3 stories high. It looks more or less like a fortress that had many things strapped on it in a hodge podge yet elegant way.. Because it was. The 2nd palace was commissioned by the 12th caliph, Cælætær Abbas-Færtœ. It was used originally as a palace for him, but was later on used as a palace for the heir, and then as a house for the old constitutional powers.
The culture is old as time, as detailed as a fractal: It is said to be 2000 years old and constantly changing since then. As a commercial city, most of it owes itself to the fact every single major thing in Abbassida comes here to talk, and is minorly boosted by the fishing industry profiting off the bay. Although other towns do it better, there is no denying that this place is prime spot for it.
Population
Currently, 24,005,487 people live in Abbassidia (Country proposal sheet estimate using major document listing my land area, and indonesia’s ppl/km² being 33)
~6 million Amaridian, 5 million Old Abbassidian, 7 million Middle Abbassidan, 3 million Kælæsphœtæ, and 3 million Gæsœ. Amaridian, Old and Middle Abbassidan, and Kælæsphœtæ are all one ethnic group, while Gæsœ is a unique cultural group with no other like it.
Government
Abbassida is a Caliphate with democracy strapped to it due to its loss in the great war. It also has a regional satrapy system, which is a for life (until they retire or hit a age) position for every bæron, gær(mæt) involved. It is a 4 way split between the caliph, the satraps and thier subordinates, and the lawmakers and the meritocratically put in Gær kæmæt (high official/researcher). Only the gæt kæmæt and lawmakers are involved in instituting laws, while the satraps enforce them where they are put. They also propose laws, or act as a regional court for which regional laws are implemented.
Each “faction” of the 4 way split convenes in a single building, picking their leaders to go in it to discuss national things. Usually ends with lawmakers arguing over economical things.
Economy
Capitalism is the main system, alongside state companies. These state companies control 30% of the market as of now, and are kept in check by the caliph extensively. There cannot be, in a business a:
Below .5 Para (10.37 USD) per hour in wages or compensation in material (At least .2 para is in money)
Below standard living conditions
ANY insider trading
Any breaking results in an investigation and correction.
Insider trading, and any large enough conglomerates are banned because of trustbuster laws.
Most of the economy is made of small businesses, small farmers, and middlemen companies buying and selling these products to larger cities where small farmers would struggle.
Price gouging, and manipulating people to sell lower than a market base is highly illegal and is subject to many hundreds of para (15$ per para) fines.
Danger pay is 1.5x your average pay. Eg. 1 1947 dollar a hour = 1.5 1947 dollar a hour
Unions are allowed and can be registrable. They are not disallowed, but can be investigated by police for suspicion of being a front. This often leads to companies calling them when a protest is near, but can backfire as too many calls can raise suspicion on them. It’s also illegal.
Economic policy:
"Kæl Sætræ kŕæl Companie" "A satrapy needs a company" The economy is mostly capitalist, but has elements of nationalization. For example, every Satrapy has a company that is tied ONLY to that Satrapy, and nothing else. Coupled with the non hereditary status of Satrapies, this prevents corruption. More importantly, these companies are not domestic, letting the company go into multiple markets and be affected the same as other, international ones. However, Satrapy governors are hereditary, and do get a company of thier own.. Leading to some pretty corrupt people. The Republic is starting to crack down on these traditional privileges, but it is increasingly harder the richer they get.
+Could end up controlling multiple markets and making the Republic hugely influential in sectors +Funding doesn't need to be so much, Satrapies could literally be self sufficient if they make enough making for some great military budget -You are fucked twice if your company either bankrupts or the globe collapses
Also, these companies have 60% of thier stocks owned by the government to stop them from being controlled.
Government Centralisation and Cohesion
From the 4 way split of Abbassidia (Scholars, Elected officials, Lawmakers, Satrap (Caliph is above this so not counted)):Each small town has a bærœn, who is lead by a Gær bærœn, who leads 30 bærœns in multiple council meetings. These people are lead by a gæmæt bærœn, who leads 7 of the gær bæron and any cities (who is lead by a bæron who skips the entire council part and just directly speaks to the gærmæt bærœn). These gærbæron are lead by the satrap in a council. Then, above them is the highest man, the Caliph. Every reigon is governed this way.
The powers of gærmæt and satrap are listed due to the gær and bærœns being very small in the scheme of things. The gærmæt have the power of influencing where funds go to many towns, including essential services but NOT transportation. That is the satrap’s job. Under the satrap’s power aswell is a seat to one of the 4 major companies (Gæsœ being the only one without them), granting the satraps enough power to almost match the Caliph if they ever bind together. They usually do not, as every satrap is for thier own interests, and no big bad unifying force ever appears.
For democratic legislation and laws, there are the lawmakers and gær kæmæt. When someone proposes a law, they go to a bureaucratic house and propose it. Then they get a paper acknowledging that statement in detail, where they want it to be in, and start the climb. First they go through the city court for approval, then jump straight to gær(maet) regional court for approval there. Or satrap court, for the entire region. Then, if national goes to the national court. The highest authority signs on in it (if national, caliph) and is implemented where the bill directs. There is no restrictions to *where* it can be, just that the court there agrees on it. A Gæsœ man can propose a Amaridian law, come there, win, and have it proposed.
Meritocratic people are usually put in unique systems of power due to their independence and what they do, but usually goes like:
Worker, independant manager (essentially a union guy), leader of managers in a region, council of regional managers, leader of council, council for the whole country.
Essential workers (Healthcare, Police, Firefighters) also follow this, but aren’t subservient when working to anyone (as they reside on government property).
Lawmakers are the bureaucratic arm of the 4 way split. They usually run the country's finances, funds, economic policies, and are structured the same as essential services. There is also the scholarly branch, which is more or less independent. It usually debates on religious laws, and corporeal laws.
Taxation is a consistent 10% tax, from the very start of Abbassidia. It is dependant on how much you make and what you do:
For example, a poor farmer will have some of his crops taken and paid by the government at market price to feed their army for cheap.
A rich businessman will have his assets calculated and pay 10% of that amount.
A worker will have his salary given, and take 10% of that annually.
Law enforcement is corporal in nature, with few prisons for the very worst. Whippings, taking and redistribution of property, fines, and even death (for high crimes that are debated alot by bureaucratic scholars and lawmakers) are common practice in Abbassida.
In order to ensure no insane laws are put in a region, most courts will have an expert in what the bill wants changed to examine and correct anything that may be exploited. Laws can also be fought in reigonal and national courts.
There are 3 tiers of courts: Small, Reigonal, and National.
Small offences are usually put in a small court, and the 2 people who did and were affected by it settle it. Almost always, it is settled in a laid back Abbassidian-style court where there are little rules regarding politeness. A band of 10 family members (5 per side) and 10 jurors vote on 4 solutions, 2 being given by the jurors and 2 being from each side. The jury gives thier votes and the person is either punished or let away. Small beatings to interrogate people are sometimes handed out if they are deemed suspicious, and a strict margin of punishment is set. No one can just say “Off with his head!” And be taken seriously..
Regional courts are for higher offenses or to battle laws in that reigon. If a murder is made, they usually come here. It is much more Donaburan styled and “Western” (ie us styled), with a jury of 30 voting from all regions in that area of court. This is to prevent corruption. There are many more rules, so a 1 week grace is set to at least teach everyone involved how to (If they haven't been taught). They can also request a translator if they cannot speak the lingua franca; Old Abbassidian. You can always escalate to a national court, but you MUST have a reason to do so.
National court is the highest level and can only be instituted by a reasonable cause. There are 5 courts across each capital satrap city, and are attended by many more people. Now you have to deal with more experts down your throat, more powers, more everything..
And the Caliph can always attend.
And, in order to insure officials from all branches are interacting with each other, many councils are formed regionally, or in city to advise the bærœm or gær(mæt) by lawmakers, scholars, or meritocratic officials. This is heavily encouraged to keep each branch interacting and nipping any insane idea that would destabilize everything.. Or is it?
Corruption is apparent in smaller levels due to it being the greatest sin in Abbassidia’s main religion, but it is being done via these councils.
And, resistance is very high and integration low. Any country occupying this country has to deal with a 1300 year old country with many thousands of councils, regions, and whatnot to manage completely alien to whatever they have.
Terrain and Climate
Taking into account your location on the Flyout map, please describe the terrain and climate of your nation. Describe the major geographic features that shape your nation’s landscape, such as mountains, valleys, coastlines, and bodies of water. Highlight any significant natural landmarks that hold cultural, historical, or geographical importance. Explain the prevailing climate conditions in your nation, including average temperatures throughout the year, patterns of rainfall or other precipitation, & any notable weather phenomena. Provide information on how the terrain & climate may impact aspects of life within your nation, such as agriculture, trade routes, settlement patterns, & more. This information will help us decide your economic standing and military defense, as well civilian quality of life due to the physical environment of your nation & its potential implications for events related to resource management, infrastructure development, disasters, & cultural adaptations.Major Cities
In the map, right to left: Æmæræid, Læpædœ, Dœplæ, Mæphæs, Cælædœniæ, œlœdœr, Kælædœniæ, M'gænæ, RhœmæÆmæræid is the major city for Amaridia. It has a major base, and fishing industry as well. Its main import and export is agricultural products, exotic foods, and wood.
It is relatively new, being 800 years old, and has the founding monument. It is 6 stories tall, and is shaped like a giant triangle pointing to the sky. It is said to sometimes reflect the sunlight so 3 bright pedestals shine: Creating a beautiful spot that people would paint in. It was only for a few minutes, and people who tried sitting there felt as if they were being fried alive.
240 K
Læpædoæ: The capital of Old Abbassidia. Imports a majority of everything, and is considered the mouth of Abbassidia. It also is considered the stomach for processing most of thede things. Twin sister of Dœplæ, and is ~1800 years old. As such, it has many different monuments such as: The eternal tower; A tower situated on the largest hill in the city that was constructed 1600 years ago and is still standing. 7 stories high and was a major watchtower back then. Now is a museum.
300 K
Dœplæ: Another major city in Old Abbassida. Major fishing industry, and considered the 2nd oldest city in Abbassida, or even the world. 2000+ years old. Its oldest monument is the King of Dœplæt, Hætær’s temple for his cult of personality. Now is a museum for pre Muawaldi Abbassidia.
200 K
Mæphæs: Uniquely landlocked city. Situated between two seas, it serves as a import export hub for people who wants cheaper docking costs. It also houses a stout 8 pointed star shaped temple that is said to be the place where god sent another man visions to found this city.
100 K
Cælædœniæ: See capital city.
Œlœdœr: Kælæsphœtæ capital city. Due to its lack of natural anything other than wood, it serves as a military base and a producer of many things. The main council building is unique in Abbassidia, as the architectural style is based on Donaburan roofs.
87 K
M’gænæ: Capital of Gæsœ. It has a fishing industry as per usual, and imports many things from the north or serves as a middle man hub to offload shipping into smaller craft. Also serves as a major millitary base for boats. The architecture is very different, being made of wood stilted houses and sharply contrasting with large limestone and concrete major buildings. At least those are far inland..
75 K
Rhœmæ: Major Gæsœ city. Similar to M’gænæ, but with the addition of many more exotic plants. Many come here to try them out, make a living by farming, or barter them. In fact, there is a large stock exchange for exchanging exotic goods, after too many people said they were scammed out of their money in 1464.
Major Ports/Harbors:
There are 2 major harbors that hold the heavier cruisers and battlecruisers of Abbassidia:
Trærfæt Harbour: This can hold 30 small ships and 5 large ships. It is connected to a national railway, and is considered the most important for southern defense. It can also hold 40 small ships’ worth of supplies, or 15 large ships’ worth of supplies. It resides in a bay near Dœplæ, and usually uses the national railway that connects most major cities to also carry its logistics. It was built in 1546 as a way to defend Abbassidia, and also has a small museum to commemorate the few ships that were created before 1800 and still live.
Iæltæ Harbour: A small village which was chosen to house a large harbor. It is tasked with securing the inland sea from any attacks, and keeping a safe haven to any ships that seek refuge in case naval power fails. It also serves as a major part of the village’s economy. Currently it can house 6 large ships and 20 small ships, and their worth in supplies. If needed, they can order supplies from Træfæt or ship valuable parts to them.
There are also 2 extra small harbors that also serve as a docking port to shipping:
Værtœd æ Tælætær: 2 small harbors connected together, hence the name Vætœd and Tælætær. It can hold 15 small ships, and 15 civilian ships. It is situated in an inland sea, so no large ships are made. The town it currently resides in uses it to station thier fishing vessels and import from the surrounding countries in the inland sea.
Ghætæ Sæu: One of the major bases for Gæsœ. It serves as a defense for the northern part of Abbassidia, but is not that large due to the lack of any threat in the north when it was built. It can hold 2 large ships and 10 small ships. It also serves as a major harbor, as Gæsœ depends on domestic and international shipping as its only source of transport.
National Resources and Economic Produce
Most of Abbassidia’s major exports are Exotic goods, food, fish, and wood. Almost all of the little ores that are produced are kept to be used in Abbassidia, be it ships to planes. There are some dams that are built in some rivers, but this is usually at the cost of many millions due to the need to keep a reservoir from seeping into the ground and creating large catastrophic mudslides.Abbassidian soil is very spongy, being nutrient rich from millions of years of dead animals creating the perfect climate and soil to grow anything. It is said that Abbassidian plants are shipped with no thought of being replanted, as most die in a week without this precious soil.
Abbassidian fishing also holds many unique animals, from old creatures to miracle fish so rich in protein that eating it is said to increase your muscle mass per bite. The ocean brings in many things into Abbassidia, and the fishing industry is always a large part in such a seaborne country.
Economic Boons
As stated before, exotic goods and fishing are very large and flourishing. As it will always be, there seems to be no stoppages of their growth. The sheer natural favors will not change unless large swathes of changes to the earth and air itself starts.Aswell, due to the population growth there seems to be an abundance of laborers. Most are willing to work as minimum wage workers, and labor in the fields to construct government projects.
The capitalist free market seems to add more growth to sorely needed places, where less important produce can be sold.
Tourism has taken a backburner to the economy, but has started to see some growth as small islands have become a paradise resort to use them better and increase the local wealth of the inhabitants. No more do they have to fish for money, now they can fish to eat and have some in thier family work in a resort when times are tough. This may start inequality in these islands, however. If ever be a corrupt person running it..
Economic Struggles
There is a lack of ores, steel, and coal. Most come from any mountain range that is in Abbassidia, but there isn’t enough. With Donabura gone, Abbassidia has no stable trading partner; While doing business with any country is a good short term agreement, it seems that Abbassidia may need to exert its soft power. The Army, Navy, and Airforce are hampered by this, and many plans of war to conquer a rich area are being secretly made to secure Abbassidia’s defense.
Technology Level
Most millitary technology is from Donabura, with most Abbassidian made inventions being more civil. Currently, the 4 state owned companies are making breakthroughs in civil and military aviation and shipping. Helicopters are being studied to finally have a true island defense without spending millions on airfields, and refrigeration and cooling are top priority. Civilians in Abbassidia are starting to yearn for A/C in the middle of summer, because it is just too hot to work in this damn place. The research in Abbassidia is currently being boosted by the belief that it will cheapen defense, increase trade, and finally create better paying jobs outside of farming. National Education/Research Quality:
The system of schooling in Abbassidia is influenced by Donaburan schools. First, a child enrolls in preschool and kindergarten (which are the same building), then middle school, then high school into college or a trade school. All schools are state owned. Most people choose to go into trade school and either pursue farming or laboring. However, the people who do go into college are paid by the government if they cannot afford a dormitory there.
As Muawaldism emphasizes knowledge, 5 major colleges for each region are built and are the most prestigious. The leading college is currently in Læpædoæ, who has a aviator club, a naval club, and a scholarly wing.
The spreading of knowledge usually comes in 5 year reviewing and rewriting of school textbooks, and the addition of new information.
Please provide information on the education & research quality in your nation. Describe the structure of your nation’s education system, including levels of schooling (primary, secondary, tertiary), & educational pathways. Highlight any specialized educational institutions or vocational training centers that contribute heavily to the development of specific skills or knowledge; such as well-known universities. Explain the emphasis placed on research, technological advancement, & scientific exploration within your nation. Discuss any prominent research institutions, scientific achievements, or areas of expertise that your nation is known for. Additionally, elaborate on how education & research initiatives contribute to the overall advancement & prosperity of your nation. This information will help us understand the intellectual & technological prowess of your nation & their potential implications for scientific development & events related to innovation, academia, & knowledge dissemination.
Military
Stated in google sheet.Military Struggles:
Currently, due to the war reparations being put on Abbassidia some forces are using outdated equipment. Most notably in the north, where there seems to be the least amount of conflict.
The navy is least funded, but only carries out defense, bombardment, and support. The majority of funding goes to the airforce instead.
National Welfare
Currently, the Abbassids have welfare in the form of mosques, and working programs to give people a job in government programs. They are usually bare minimum wage, but it usually pays for 1 person. Mosques usually house beggars, give them aid for 1-2 months, and search to give them a job. This works well enough, but addicts are usually turned away. Those people usually endure much shame, and government programs to house them are popping up. These programs give them housing near a government project, and Culture and History
Abbassid Republic Δημοκρατία των Αβασιδών Æbbasie RæpublæThe Abbassid Republic is a Republic built on the forced dissolution of the Abbassid Caliphate, and is a relatively tropical area as with the rest of the continent. Its borders end with the Abbassid mountain range to the north, the Bathlahad chokepoint to the east, and the oceans guard its relatively rich coastline. Due to this rich coastline, 75% of all Abbassidians live in the coast or the island of Abbasynia. The 3 main nationalities are Abbassdians, Rhomanoi, and the Gaesoe. All 3 nationalities share no distinctive common language, but the Abbassids and Gaesoe do have one - The Abbadid language, which the Abbassids do speak. Ethnic History - The Abbassid peoples arrived first, coming from the eastern interior and settling in the relatively cool coastline and interior. The Rhomanoi followed suit, arriving in the smaller island via the sea. The Gaesoewere last to arrive, splintering from the Abbassid language into a new mixed minority with the natives already in the island. Abbassid History - The earliest ethnic kingdoms emerged in the 200s, and were generally stable throughout the 200s-500s. But after the formation of Muwaldism, the 3 places were unified into the Abbadid caliphate through blood. The caliphate spread further and touched the north, until it collapsed into multiple quickly conqured caliphates and Amirates and fell into the present reigon of the Abbassids in 1000. Due to the fact that the Abbadids were now quickly disregarded, they fell into the Abbassid name. They would regain land to the east, but were then bested and vassalised by another empire to the north. It would then enter a 500 year period of forced vassalisation by many empires, culminating in a rich culture with many different types of weapons, doctrinal ideas, and a weirdly free spirited peoples. After 1600, they rebelled and quickly won after Anderhiem II "The great" curbstomped the now old and weak empire.
Modern Culture and Society
The formation of the Republic is situated at 1920, a very late time compared to any other country. They were created when Donabura annexed Abbassidia, and still exists today in name. Due to religion and sheer competency, the Caliphate was still alive and kicking to some degree. But it wouldn't last with the bad bureaucratic system, and needed a desperate fix. Due to this, the reigning and still present monarch Tahæ VII decided to instate the modern Satrapy system and form the Caliphical Republic - Giving up some responsibility to the prime minister and "Μεγαλύτεροι Κυβερνήτες", in exchange for more efficient bureaucracy and taxation. Religion
The deity system is a system of angels and demons that reside in the Sun (good), the Moon (Bad), and the Earth (Neutral). Many demons, djin, good spirits and guiding figures are usually centered around God, the Sun. They work with him, against him, or was made by his action and inaction. The Deity system comes in the personification of these ideas. Most strikingly in the origin story for Abbassidia:Faith, created the universe. Impatience, created all the space in the universe and spread out Faith's creation to have as much in as little time possible. Patience, waited until Impatience had its time. Then, it created the world. Knowledge, created all life on earth. Lust, Corruption, and Deception created all the death in life. Grace, created the humans. When humans made from the earth stained from blood, it accidentally was imbued with Callousness and Tyranny; Which made them stray from God. Truthlessnes and Use of others came shortly after, to torment them for as long as they strayed the path of dark. Muawaldi was born and given the miracle of knowledge, to tell everyone about this shortly after and try to come back to the 9 great virtuous deities.
But there is ONE good God, which hath made all; God (Gær Alæ). That which has made all things virtuous, including faith itself. Faith isn't God, but God is faith in a sort of way. God has made all things spiritual, and everything physical is a mix of God and the great sins.
Including the great sins, after being tricked into sharing what he didn't want by the sins in his universe and accidentally enchanting it into said place.
(No this doesn't mean God has made multiple places, but he has spoken with the sins once as evil "fæ" while making the universe while being tricked into thinking it was knowledge. After finding out, he made them into the sins.)
God currently resides in the sun. He judges all humans in his palace, and uses the blinding sun to hide his prying eyes. If he sees you do too much bad, you will be punished. If you are judged right you get to stay with him, if you dont you get sent to the moon.
and the moon is the exact antethesis to the sun: Only following in its steed, shining dimly, and dissapearing when the sun and all good thing appear. It only rises like a vulture, to when god looks to another place or sleeps.
and it spreads its evils, for it is commanded by the corruption itself. And corruption is the original fæ which tricked god. But god cursed him with becoming Corruption itself, and such all shy away and only come with black hearts. But corruption waits for the black hearts to come, and slowly tries to get humanity to come back to him. He is fortunately repulsed by god and the sun, so all men shall praise both.
On Alcohol: Corruption created it to mislead anyone. However, pot and coffee is independent.
Abbas never saw god, therefor god cannot be portrayed accurately. All portrayals are simply just suggestions, but please dont make god look bad.. Thats a very bad thing to do. The sun sees that.
Domestic Tensions
Currently, the Gæsœ feel they are being neglected in funding compared to the other 4 regions. This is starting to give the citizens doubts about their Caliph, and if they should overthrow or at least force him to provide more aid. Social inequality is starting to take hold.The entire Abbadssid democratic system is a MESS. 3 different things (Lawmakers, Satraps, Elected officials) are all over the place, and no one knows *where* to put elected officials or Gær Bærœns or Lawmakers.
Foreign Relations
Now allied with Solair and the Pan Artzian Coalition. Associates to both.Border Statuses
Currently there are no conflicts. The north is now open borders + demilitarized with Harsaltan. But there is many a war plan drawn just in case..Additional Lore
Folklore: Folklore usually has a variety of animals that are either unknown animals, mistaken ones, ghosts or moral beasts However, due to the interconnectivity of the nation, There are 5 common ones Hœmæ: Bird that never lands. Used to be one species, but a bird liked flying a bit too much.. It lays its eggs in the cloud and can float on water, but cannot land on land and walk on it. Landing on a peice of land it cannot fly out of is a death sentence. When one does, it either died or sacrificed itself for a great cause. Did I mention it also has that ability to have "human" emotions and things? Kælfœrmætmæg A animal which is possesed by a revenge full human/thing with human emotions, usually a soldier or someone murdered in betrayal. Features from the animal change to thier personality, from a soldier bird that has swords for feathers to a nun deer with religious memorabilia. Dont ask me how a nun deer can enact revenge. Althæzæg Lit. Although (althæ) there is one that is left behind (zæg) A spirit that is left behind by someone, out to kill 'em. Usually left behind by someone evil to show how doing such bad things may bite you in the ass later. As such, villains are shown killing a henchman or two to emphasize how evil they are. Camphætaiæt Imagine a horse that is bred for war. Now give it armour. What if.. You created a steed that was born with iron skin, a horn for charging, and a eye that could judge anyone worthy of it? Yea, this is that. Probably ridden by heros worthy, or some historical figure. Iætkolter Skinwalker. Takes the form of something living, and either blesses you or curses you. You can see the blessing part in kæ- the northern part.. And the southern parts have a more sinister side. The islanders usually have a variation where they can inhabit non living things, coming from their Anamist roots. Recently, some were given cannons for mouths and somehow shoot someone to steal their souls. Most likely some soldier who met a sniper.Flags and Symbols
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