Fiction:Al-mi'raj Horde

The Al-mi'raj Empire is a small empire originating from the isle of Jezirat al-Tennyn that was form when their ruler, Empress Kyria, forcibly unified the desperate tribes of who were ruled by tyrants and spent their time raiding one another. The Empire is highly decentralized being divided up into Satraps, which are largely allowed to run themselves and maintain their own culture and traditions. The Empire dominates the far south the seas of the Fernia Domain with their only major competition being the and occasional raids by the Serplundi. The are part of the and are one of Ringship's major military providers.

Organization
The Empire is divided up into several administrative units called Satraps ruled over by a local governor. The Satraps are given a high amount of regional autonomy and are allowed to maintain their own culture, traditions, religion, and form of governance. One thing that is banned though is slavery. The Empire wields in the way of direct control over the Satraps, instead banking on cultural hegemony, military dominance, and maintaining the loyalty of the people. Satraps are required to pay the empire taxes, open trade, and provide men and women for the military, other then that they are left to manage their own affairs. To facilitate trade the Empire has a large interconnected system of roads and sea routes, as well as universalized currency, and a postal system.

Culture
The Empire has a very diverse culture due to large cross cultural exchange between the tribes of Al-mi'raj, however due to this exchange there are more then a few universal trends and beliefs that are consistent from tribe to tribe. The Al-mi'raj believe that there are five great evils that afflict this world; lies, cruelty, greed, despair, and betrayal. Conversely the believe the greatest virtues are truth, kindness, charity, happiness, and loyalty. To this they teach their children to "always speak truly, be hospitable to guests, give to the needy, lift the spirits of your friends, and stand by your brothers and sisters". Al-mi'raj have these values impressed upon them at an early age and are expected to live by them all throughout their adult life and teach their children to live the same. Other this all Al-mi'raj are taught by their parents how to fight (most often with the bow) and how to ride the great Qilin. As a whole the people of the Empire see life as something to be enjoyed and that depriving oneself of life's joys is to sin against one self. They enjoy grand feasts and parties, often with lots of alcohol and deserts.

Religion
The Empire is very accepting of other religions and many of their allies religions exist alongside their own. Even blending into one another at times. The primary religion is a branch of a pantheon of gods common throughout the powers of the Fernia Domain. This religion has no real name and different groups worship notably different gods. The Al-mi'raj worship Emerald Plumed Serpent, The White God of wind and wisdom who was accredited with creating the Al-mi'raj and teaching them of agriculture. Emerald Plumed Serpent is seen in opposition to Smoking Obsidian Mirror, The Black God of earth, deception, strife, and patron of the Al-mi'raj's long time enemies the Skrulking Elves. Emerald Plumed Serpent often times appears as a priestess wearing robs of brilliant emerald feathers and with a rattlesnake in her hands. Another important god to the Al-mi'raj is Emerald Plumed Serpent's spirit double Death Guide Dog, a god of fire and lightning that leads deceased souls to the afterlife. Death Guide Dog appears a monstrous, skeletal dog, with dark salamander like skin. Unlike the other gods of the pantheon neither of these two require sacrifice other then ritual blood letting and cremation of the dead.

Territory
The Ai-mi'raj Empire dominates the desert island of Jezirat al-Tennyn which lays to the westward side of the southern ocean of Koldenwelt. Jezirat al-Tennyn is a fairly large island with two other, smaller desert islands that sit off the coast. These islands are also claimed by the Al-mi'raj Empire.

Technology
While not the most advanced civilization, the Al-mi'raj Empire is of a fairly decent technological prowess. The utilize irrigation to help grow crops in the desert, have an advanced calendar, a system of writing, sturdy fishing and cargo ships, and a well kept network of roads and sea based trade lanes. One of their greatest advancements is their mastery of steel, able to create blades that strong, sharp, flexible, and noted for a distinct banding patter similar to water. However, where they truly excel is their mastery of magic which they use in fields such as combat to construction. They even use magic to alter the creatures of their native lands into beasts that are specially created to serve their interests.

Species
Al-mi'raj= Al-mi'raj are a sentient race native to the Isle of Jezirat al-Tennyn that sits of the southern coast of the Fernia Domain in Koldenwelt. Despite their somewhat rabbit like appearance Al-mi'raj are actually a form of Lesser Kelodhros known for a distinctive case of sexual dimorphism. Males of the species are bigger, stockier, lack wings, but can breath fire, where as females are smaller, sleeker, and have wings which they use to fly (indeed females tend to spend most of their time in the air). Al-mi'raj as a whole are highly aggressive, slightly xenophobic creatures though very loyal and with a strong sense of honor. All Al-mi'raj have at least some slight magical talent, usually arcane but fire and earth are common among males, while wind and lightning are common among females.
 * Name -
 * Classification - Lesser Kelodhros

Gunstar Dragons= Gunstar Dragons are a breed of Greater Kelodhros native to the lands of the Fernia Domain and the surrounding isles. While once a great species they were largely hunted to extinction by the and now the only know population of Gunstar Dragons are on the archipelago of Jezirat al-Tennyn. Gunstar Dragons are interesting creatures for they are mostly organic, but have several mineral components that make up their body. However, they are not golems having no been artificially created and are perfectly natural beings, albeit with a highly supernatural bent.
 * Name -
 * Classification - Greater Kelodhros

Duskwing Dragons= Duskwing Dragons are a large and highly intelligent form of wyvern-like Greater Kelodhros. They live in the Fernia Domain and are arguably the rarest breed of dragon in the Domain. While never common they were hunted to near extinction by the. Indeed it was thought that they were extinct until the found a nest of eggs on the isle of Jezirat al-Tennyn.
 * Name -
 * Classification - Greater Kelodhros

Military
Due to the Al-mi'raj as a whole having strong warrior tradition most citizens know full well how to fight. Thus the Empire mostly makes use of levies taken from willing volunteers (which there is often an excess of) and trains them to fight in an organized fashion. Other then that they make heavy use of highly trained magic users and can also call upon the devil Tigers, a fanatical tribe that specifically train and breed themselves for war. Along with these the Al-mi'raj make use of large numbers of magically created Warbeasts which act as cavalry mounts, living siege weapons, and living ships, alongside the various breeds of dragon that inhabit Jezirat al-Tennyn.
 * Link

Mysterians
Mysterians are individuals who have gained mysterious abilities through means that are largely unknown, seemingly at random, and are divided into nine types. Gold Mysterians are superbeings with physical and mental abilities, drawn a virtue they embody, that far surpass most normal mortals, they gain their power by single handily committing epic feats that surpassed their mortal abilities at the time. Silver Mysterians gain the enhanced powers and traits from totem animal, they gain their powers by being the only one to survive an experience they should not have. Platinum Mysterians become amazingly cunning and capable manipulators as well as mastering a seemingly supernatural martial art of their choosing.

Bronze Mysterians are natural experts at stealth and masterful escape artists, they drawn their powers from a survival instinct they embody and gain said power getting themselves out of an seemingly inescapable situation. Iron Mysterians gain power over a school of magic and can pass their abilities onto their children, though the chances of this power being passed on are very rare.

Some Mysterians as they grow in power gain mutations that reflect their innerself and gain them special abilities, these mutations can become so numerous and/or pronounced that the Mysterian stops resembling their original race.

Individuals
Dawn Breaks Over Forest=
 * Role - Empress/Gold Mysterian
 * Gender - Female
 * Magical Inclination - Light

Hammer Crushes Skull Dealing Death=
 * Role - General
 * Gender - Male
 * Magical Inclination - Earth

Sliver Flame Burns In Lake=
 * Role - Gold Mysterian
 * Gender - Male
 * Magical Inclination - Fire

Night Sky Reflected In Sunlit Pool=
 * Role - Silver Mysterian
 * Gender - Female
 * Magical Inclination - Arcane

Allies
Comrades in our battle to restore harmony.
 *  - Our blades are united, to smite our enemies and keep the peace.
 *  - We all rely on nature, thus we should always try to keep it safe.
 *  - Fellow practitioners of Drakenism.

Trade
May your coffers be filled.

Neutral
You are unknown to us.

At War
Servants of disharmony and lies!
 *  - We drove you off before, we will do so again. Preeminently.
 *  - Feral Brutes.
 *  - We'll melt you ice away withe fire!

Quotes from others

 * add Your own!

"The Brothers of the desert truly deserve our respect. No matter what, they keep their kind together."

Trivia

 * Takes some inspiration from the historical Achaemenid Empire.