Post by Ashti Sandburst on Dec 18, 2011 18:40:46 GMT
Hi there. ^^
Tenor told me that I can post this topic on this board. But if i am not in the good place, I can put it on "fan creation".
Here the travel guide of Deerham.
This is a little data-base about the city, its government and history. Of course, Deerham doesn’t exist in My Little Pony and on the Equestria's map by hlissner.
Before read it, you must to know that this Deerham is a place from my own vision of FIM, and a kind of alternative reality that I called "Equestria Al-re". As used in the Marvel, I named the different realities for differentiate them.
From Friendship Is Magic = "Equestria-fim", the world from the tv show.
From this forum = "Equestria-qcrp" (Canon roleplay), an alternative reality of the TV show, where many original characters and events exists.
And from my interpretation = "Equestria Al-re", a novelistic alternative version of the tv show, in which Deerham (and others things I have created as Elysion, the Paragon Phoebus Hierophos, the Circle, when there was a war of alicornes against Discord 1000 years ago, when the ponykind was created by the Primevals etc… etc..) exists.
Thus this version of Deerham is from this alternative universe, a universe where conflicts, epic battles and tragedies exists.
---- DISCLAIMED ----
The history of the city is maybe a little too "mature/complicated" for be incorporate in the universe of My Little Pony. This is not the aim and thus totally wanted. I might follow from the principle that each nations is founded by/on/with something, and for Deerham it was tribal conflicts (After-all, nothing is said about this in the TV show. It'snot because it's not showing, that it don't exist.
Then we can imagine that Equestria was always in peace, but also they knew wars or dark events– Pegasus soldiers, weapons, "bullet" reference, and turtle called "Tank"- .
Because it's based on my vision of the FMI's universe. The atmosphere is closest of a shônen or RPG (with fights, geopolitical conflicts, "realistic" or romantic or dramatic events), then a show for young girls.
But despite it, I tried to stay in the "acceptable" and not to walk to the very grimdark or gore. Then, I hope this presentation can clarify your knowledge about this fictive city. ^^
I would also excuse myself because it's possible, due to my non-english native language there are some faults of syntax or other things. I don't used translator, or just a little, and despite it I hope it's readable.
Hop, we can go.
1- General Informations
2- Geography
↳ Mains Buildings
3- Politic
↳ Viziers
4- Army
↳ Kardaces / Jahnişêrr
↳ Javidan
5- Commerce
6- Language
↳ Deerhai and Kalamat
↳ Expressions
7- Symbols
↳ National Flag and blazon
↳ National Coat of Arms
↳ Blazon of Shams'ayyil
8- Anthem
↳ Equestrian Translation
↳ French Translation
9- History
↳ Exodus
↳ Tribal Wars : 1573 - The Medjai-yadin, Karkadann and Hostilities
↳ Tribal Wars : 1582 - Bucktiari vs Orakh
↳ Tribal Wars : 1591 Part 1 - Adir and the Chiefs of Tribes
↳ Tribal Wars : 1591 Part 2 - Adir vs Iwula
↳ Tribal Wars : 1597 - Orakh vs Citadel and Shams'ayyil
↳ Tribal Wars : 1600 - Final Battle and Unification
10- Notables Personalities of the Semite Region
--Unicorn
↳ Osthanes (Saheri)
↳ Shazadeh (Equestrian)
-- Deer
↳ Adir (Mehtar)
↳ Aryash (Deerean)
↳ Khamaseen (Mehtar)
↳ Sadalmelik (Bucktiari)
-- Camel
↳ Gereft (Camelu)
↳ Qarmatian (Jamalengar)
--Oryx
↳ Iwula (Orakh)
↳ The Phantom (Deerean)
1 - General Informations.
Name : Royal Confederation of Deerham (Śaṅgkherat Râjahinn de Dyrhe'ā̃m) / Al Rae'eskirim-e Hirânnstan (Dialectal)
Epithet : The Irenic Dominion (Il-Mêrahsatam Amânynn)
Moto :
"Ek-aman entehaseyi, ek-ehtram anarat aur hamara Raees ke li'e." (Deerhai)
"Ke ek-ebedi aman, ek-anarat pativ aur ham-e Rae'es li'e." (Dialectal)
(For an endless peace, an unstained honour and our Majesty's sake)
Anthem : Praises of Deerham ~ The Peacefull One
Folk hero : Sharīf Addiyr al-Yekéti'el (Adir the Unifier)
Mother of the Nation: "Al-Sayidáti Ayalah"
Date of foundation : 1600 p.c
Capital : Il-Râjahîshar (litt: The Royal Stonghold) or Deerham'el-Hîşar (Deerham Citadel)
Official language(s) : Deerhai (Allemahic) and Semiti dialects
Demonym : Deerean/ Deeraim (plural)
Ethnic groups : Hirânn/Deer (60%) / Camel (25%)/ Antelope (15%) (5'800'000 citizens, in a human scale)
Currencies : Gold piece Shakhdar - accepts Cervida and Camelu's currencies -
Government : Elective monarchy
- Ruler : Reis Alderamin 1st (Adhira'yamin el-Waħed)
- Great Intendant / Prime Minister : Yildiz Menad
Vassals : Camel Mushait (Widest/Most inhabited "city"), Sheikhdom of Shams'áyyil (city state)
Inspiration :
Deerham (From "Deer" and "Dirham", Arabian money) is a middle-east-like city, and its language is the "Deerhai", a variant of the Allemahic, fictional language that I use for emulate middle-east languages. It language is in three versions, and for Deerhai I use the "Allemahic synthesis form" : This is principally Urdu (Hindi's words with Arabic script and words) with Kurdish or Turkish and Farsi. Then, even if Deerham is a mixt of Arabia, Persia and localised near of Himallama (India), we can imagine that Deerham would be a kind of Pakistan.
"Camel Mushait" is a playword with "Camel" and "Khamis Mushait" a city in Saudi Arabia and "Shams'ayyil" is a words association of "Shams" (sun) and "Ayyil" (deer).
The Bucktiari come from the "Bakhtiari" an Iranian tribe. The "Mehtar" is a word that means "Powerful" and an area in Pakistan. Jámalengar from "Jamal" ("Camel" in Arabic). The unicorn Karkadann take their name from a Persian mythological unicorn called "Karkadann" which means "Lord of the Desert".
2 - Geography
Deerham is a nation, a realm in the South-eastern continent. Positioned between the nations of Camelu and Zavros. It has been found in the Lost Sands, a part of the Muudi Desert in the Semite region, dusty and rocky. The inhabitants of the region are called "Deerean Semitian" (Semitii in plural) or by the generic term of "Sandlanders".
The weather have few rains, and a lot of Sun. But Deerham's region is also surrounded by sweet winds and sometime by sandstorms. The climate is dry and dusty, 40-57°C (30 in shadow) at day, and 30-34°C. the night.
Out of the capital there are two others places:
Camel Mushait is a nearby city under the jurisdiction of Deerham. Most important town next of this one, this city is a vanguard, a place when live most of the peoples. Like Ponyville. The other place is Shams'áyyil, a semi-independent city under the jurisdiction of the Sheikh, a kind of patriarch, the leader of this place. Many ruins are dispersed among the country, like old cities or abandoned shrines. And few people dare to venture into it.
The city's ramparts form a great circle, when the entrance is protected by four large doors. The city is built in two stages. The ground-floor : the part of the city where the markets, the public edifices, and inhabitants lives. In the bottom of this place, some stairs lead to the first floor, 200 meters higher. There is a public square what the "Tree of Oath", a historical tree and the plaza with important built and the military barracks. This floor is protected by rampart and a big door for protecting the population if the lower part falls. Like the ground-floor, another stairs lead to the royal palace is build.
(Similar apparance and architectural sytle)
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The mains edifices are:
Idara Misrád (Administrative Hotel) : This edifice groups a police station and a courthouse. It's principally here that the city is managed. The office takes care of laws, but also the resources and the population. The judgments are given here and even if there is a police station, the jails are in the sub terrain part of the City.
Birc de al-Arkhane (Tower of the Arcane) : In this place the magic is taught by the "Sages", people which had passed their time to studies it, they are the keepers of the "Deerham's Secular Arcanum". This is also a place where magic stuffs are studied. This building own also an academy; the only school of Deerham, a great place where all maters could be learned.
Sitaraghar (Observatory) : Out gazing the stars and the astral manifestations, this is the place where the astronomers, cosmologists and astrologers are educated and trained. It has a library, a lab and a museum.
Al-Nakhlistan (The Oasis) : is the only hotel of the city. This is a large building with an inn (Wayfarer's Den), but also a Upper and middle-class restaurant. This establishment has 72 chambers. Near on it there is the "Gearstore", a market when armors, wears, weapons and useful items can be buying and imported.
Hammâm (Thermae) : A good place for relax. This bathhouse has a spa, two pools, one of fresh water (16°) another warmed up. The water come from an underground source made of natural and magical water and also some therapeutic and medicinal herbs. The spa had also a little tearoom.
Darmangah (Clinic) : It's the main hospital of the city. Most of the peoples are healed here. But it's a small hospital with four medical practitioners: A general practitioner, a paediatrician, a surgeon and a psychiatrist. And the edifice is shared with an apothecary.
Aẓim Ketab'khane (Great Bookhouse). The public library of Deerham owns a large collection of new and old works: magical treaties, scrolls of history, poesies etc... In the subfloor the archives are carefully kept and stocked. The library is also specialized in the restoration and preservation of books and scrolls. Peoples come here for made repair their books, even if the restoration of ancient works are the priority. The night, and during some celebrations, the library becomes a theatre or a forum.
Al-Bazar (Marketplace) : All foods are sell. This is a good place for buying domestic specialty. The foods are magically preserved and come mostly from others countries. In this market, a traditional activity is to drive a bargain.
Máskan de Vazirim (House of the Ministers) : When they don't work, this home is the place where the viziers (ministers) reside. This is a luxurious house located in the upper part of Deerham, equipped for that the ministers can work and sleep without being bothered. They are also near of the Reis' palace for being quickly at his disposition.
Mahal de Kharshid Sílmiy (Sun of Peace Palace) : The royal palace and first building of the city when it was still a citadel. As usual, it's in this place where the Reis lives, and gives audience. The palace is very luxurious and has a pool, garden, library, all and more that a royal castle must to have. The Javidan, the elite soldiers, lives in the palace too. And to finish, the barracks are the place where the soldiers Kardaces live when they are not on leave. This is a spacious place near of a military training field.
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3 - Politic
Deerham is a peaceful nation which has good relations with neighbour countries, notably Cervidas with which they share same ethnic, kinship and friendly bonds. The nation is ruled by the Reis Alderamin Ist which succeeded to the actual Sheikh Sadalbari, his brother.
The power is not hereditary to avoiding inner conflicts. The Rulers of Deerham all come from a deer village, called "Shams'ayyil". In this village many family clans live.
Only a Deer can take place on the throne, thus each clans raise their children in the optic to bring the next Reis. When a Reis abdicates or die, the clans send their best calves to pass candidature tests to determining who can be the best ruler. After this, the chosen is crowned.
The Reis is assisted by four ministers called "Viziers", a royal adviser, and a great-intendant who take the role of prime minister.
The Adalvazir (Minister of Justice) :
His task is to manage the trials, the laws and their costs. He can also take the role of Judge in very important trials.
The Haganavazir (Minister of Defence) :
He manage the army, the troops recruitment and also the military missions if necessity, or can also assist the Reis in taking the role of General of the Armies, or to prevent external threats.
The Síhavazir (Health Minister) :
At the charge of the public safety, he takes care that the apothecaries had enough medicines and to protect the population against sickness.
The Talimvazir (Education Minister) :
He deals with the librarians, the scholars. And manages the budget for the school or choose its programs. He's also in charge of the cultural celebrations. Generally, this Ministry is granted to a scholar or a skilled teacher.
The Azeem Idareci (Great Intendant) :
Prime Minister, he take care of Reis' businesses when this one is absent. His function is to manage the viziers and their works and fix city's issues. However his powers are limited and he can't take important decisions for the reis.
The Khuşrayi Jâseh (Royal Adviser) :
The job is mostly to help the Reis with an external opinion, and objective view over the Reis' projects. Of course as an adviser he have to advise the Reis, questioning his choices or even to give other options. Allowed to contest the Reis' decision and prevent him to do a mistake. He however can't annul a taken and signed royal decision/decree.
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4 - Army
Deerham own a little army divided in two corps: The Kardaces, the regular troops of light and heavy grunts, and the Javidan, the elite unity. If we compare Deerham to Canterlot, the Kardaces are the Pegasus guards, and the Javidan the unicorns guard. This army is not very important in seize, and formed of deers.
Kardaces :
Also know as "Jahnişêr/Jahnişêrim". The marechaussee. Their mission is to protect the population, and take also the role of the police. They keep also the frontiers' safety and can be sending to put down revolt or invasion. The speciality of the Kardaces is the hand-to-hand… I mean "hoof-to-hoof", and tactical battle approaches. They wore light armors but have rude formation which increase their stamina, defence and know spells for accelerate their moves. The Kardaces use also scimitar, Nimcha (a type on one hand saber) or spear.
Javidan :
The Javidan, called also "Immortal" is a bit different. They mission is to protect the Reis. This is an unite who wore heavy golden jeweled armors and each members use their own custom-made weapons (Spear, double sword, magical book or staff, etc…). In the number of nine, they come from any social-class, and they have followed an intensive formation which developed their reflexes, stamina, force, speed and defense. Due to be close of the Reis, few people can enter in this unite and all have the confidence of the Ruler. Along of the military formation, they are also trained by the "Sages", the keepers of the magic arts of Deerham. Then, the Javidan know also how to use magic/spells and use it via their antlers, strengthened for hoof-to-hoof.
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5 - Commerce
Deerham lives, in part, of it textile trade such as silk or pashmina. Deerham is also known for its astronomy stuff like telescope, stars maps/treaties or even compass and astrolabes.
They have also many plants, rare and exotic notably for the decoration. But have also their own medicinal plants and potions. Deerham made also a rare and expensive beverage called "Al-Iksir" (Elixir). This potion require many months for the preparation and the ripeness of it components.
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6 - Language
The official language of Deerham is the "Deerhai" (or generic term "Allemahic"), a kind of Semetic language. The Deerhai is divided in two forms : The Deerhai, the all-day language, and the "Kalamat" or "Lyrical Deerhai". This one is used in the poems or songs.
Deerhai use French syntax (Article-noun-adjective), and the Kalamat use english one (article-adjective-noun). The two forms use "tum" (thou) instead of you in familiar language, and "soma" (you) in polite situation or if more than one people. "-esh" or "-ara" are put in the end of a pronoun for make it a possessive form.
Ana / anamesh / ni (I / my / me)
Tum / tumesh / tu (Thou / thy / thee)
Huwa / huwesh / hu (He / his / him)
Hiya / hiyesh (She / her)
Ham / hamara / hamesh (We / our / us)
Soma / somara / ya (You / your / you! Like "You idiot")
Ishan / ishanra / ish (They / their / them)
The Kalamat use, instead, "-e" for possessive, and "-a for objective case : Tum-e (Thy), tum-a (Thee), Ana-e (my), Ana-a (me/myself).
Today we will learn the Deerhean alphabet. Here's the characters used :
In Bold = the name of the character, () = the character's sound.
= H'álif (Hâ), = Bêshir (Bê), = Česna (Cheh), = Dîhj'al (Dhî)
= Ẹlcheiş (Éih), = Y'efħet (Eph), = Jeízab (Djêh), = Hašem (Hash)
= H'iyerạ̉d (Hî), = Djiħ'naam (Jih), = Keychûṛ (Khê), = Lâmud (Éhl)
= Ejmîm (Ému), = Nûnft (Ain), = Ohm (Ŏh), = Pânc (Pê)
= Qa'afhje (Kyuh), = Rezajaq (Érh), = Śhinjûṛ (Esh), = Ţêkeb (Thêt)
= Udy'ur (Üh), = Vâ'orim (Vhéih), = Wā̃jenûn (Wêyh), = Khoršrem (Eiksh)
= Yerạ̉zad (Yê), = Zua'aħ (Zéidh)
Numeral :
0 - Sifar
1 - Waħed (Wah)
2 - Dua (Do)
3 - Tîh
4 - Čârh (Cha)
5 - Penj (Pan)
6 - Şadis (Şad)
7 - Heft
8 - Aṭh
9 - Tís‘ah (Tish)
10 - Ašra (Deh)
11 - Gyârazdah
12 - Baarah
13 - Terah
14 - Chautah
15 - Pandreh
16 - Śoleh
17 - Satrih
18 - Aṭhārshid
19 - Uhnnîs
20 - Išrûn
---
21 = Išrûn'wah
22 = Išrûn'do
23 = Išrûn'tîn
24 = Išrûn'cha
25 = Išrûn'pan
26 = Išrûn'şad
27 = Išrûn'heft
28 = Išrûn'Aṭh
29 = Išrûn'tish
---
30 = Talâtín
40 = Čehel
50 = Panjâh
60 = Sâṭhim
70 = Heftâd
80 = Aṭhsen
90 = Tishʿûn
100 = Sauyüz (yüz)
101 = Sauyüz'wah, 102 = Sauyüz''do, 103 = Sauyüz'tîn etc...
---
200 = Duahyuz
300 = Tîhyüz
400 = Čârhyüz
500 = Penjyüz
600 = Şadisyüz
700 = Heftyüz
800 = Aṭhyüz
900 = Tís‘ahyüz
1000 = Hezar (Hizh)
1100 = Hezar'yüz, 1124 = Hezar'yüz-Išrūn'cha
---
2000 = Dua-hezar, 3000 = Tîh-hezar, 3000 = Čârh-hezar etc...
---
10'000 = Ašra-hezar
100'000 = Sauyüz-hezar
1'000'000 (million) = Daslâkh
1'000'000'000 (milliard) = Ajkareb
Expressions
Like others countries, Deerham have its own swears and interjections: like "Ya murakh" (You Idiot) or "Ehdah !?" (What's that ?! / What is it ?!). One of the most polite insult is "Ya lazak de ko'inahi." Literally it mean "you child of no one". The senses of this swear is "Your parents have done nothing in their lives; they are losers and incapable ones".
This insult does not work in someone with famous or upper-class parent, but it became ruder toward an orphan, changing the sense of the sentence in "you suck so much, than you're incapable to have any parent/than your parents have preferred to die, abandoning you, than raise you." "Na'al din oumouk or Nardinamouk" (be cursed), is a interjection/swear whose the meaning change with tonality and context.
I add some Useful Deerhai phrases.
Hi = Salam / Namasteh (Greeting)
Utilization : Informal greeting
Hello = Namaskar (My respectful greeting)
Utilization : Formal greeting
Good Morning = Tov'bakhair
Utilization : Greeting from midnight to noon
Good day = Khoş'eldin / Suraj hifazat se-tu/ya (May the sun keeps thee / you)
- Goodbye (After-noon) = Khoşlama / Suraj bachana se-tu/ya (May the sun protects thee / you)
Utilization : Greeting from after-noon to 6 P.M. "ya" is polite, "tu" informal
Good evening = Tov'akhsham / Sitara hifazat se-tu/ya (May the stars keep thee / you)
- Good night = Khoşev / Sitara bachana se-tu/ya (May the star protects thee / you)
Utilization : Greeting from 6 P.M to midnight
Farewell = Khuda hafiz
Utilization : Formal greeting if we don't plane to meet it again in the same day
No = Noch/Nahî
Yes = Yesh/Evet
Please = Meharbani
Thank you = Sukriya
Welcome ! = Khush amdid !
You're welcome = Kuchh nahi
Nice to meet you = Tasher'ráfna
Bon appetite = Maze karein (Enjoy it)
Bon voyage = Maze yatra (have a nice trip)
Good luck = Hona qismaten (be lucky)
What's new? = Kya hast al-khabar? (what are the news ?)
How are you? = Kaise ar-ya/tu ?
I'm fine… and you ? = Ana hu thik… aur ya/tu ?
My name is… = Anamesh ism hast…
Don't worry = Soma/tum da'ág mish. (soma = you, polite / Tum = thou, informal)
No Problem! = Ko'i nahi masla.
Understood! = Fahemaja !
I am sorry (apologize) = Ana hu bebashid
I beg your pardon ? = Ana ya/tu kirdin ibra ?
Pardon me = Ibra ni?
Excuse-me, where/what/how is... = Moazrat ni, jahaṅ/kya/kaise hast?
What the feather ? (WTF) = Vath al-bukh (What the buck)
What the hay ? (WTH) = Vath al-elkh (What the elk)
What the heck ? = Kya al-duniya (What a world)
I don't give a feather (to you/this) = Ana tasleem mish el-shakh (I don't concede an antler (de ya/eth)
For goodness sake = Minaj-al Addyr (By Adir's sake - dated)
So be it = Hershel akbar (Hershel is greatest.)
Deo volente = In sha'Gereft (If Gereth willeth it)
What/why on Equestria = Kya/chera ind Semite/Deerham (What/why on Semite/Deerham)
Thanks Goodness = Sitarah spas (old sandlandic form for "Thanks stars")
- Title to address -
Mister (mr.) = Mohtaram (Mtm.)
Utilization : Neutral towards most of the people and in army, informal towards upper-class peoples.
- Madam (Mrs) = Srimati (Smt.)
Utilization = Old woman, or married ones
Sir/Lady = Sahib / Kulasri
Utilization : Formal towards upper-class peoples, polite towards others.
Miss = Khushke
Utilization = Young lady and non-married or well-bred ones.
Sáyyid (for male) / Anisa (for female)
- Utilization : Neutral. If you don't know the social status of the peoples.
If you have questions, no problem, ask as will you want.
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7 - Symbols
National Flag and royal blazon
Called "Hirânnser" (Deer Head) or "Hersch'el" (The Deer One) the design consists of three stripes: dark taupe, white and "brown of Deerham", with two thin golden rays. The first stripe represents the sky, notably the night when the nation's aim was decreed.
The first golden band is the sun, the zenith which guides the people toward their aim, which support them, and light up the way through the "traps" for avoid them and overcome the difficulties.
The white strip means the peace. It's longer than others because peace is more important, and the primordial objective of the nation.
The low golden band symbolize the richness of Deerham, of their culture and also the sands which exiting before they, and will existing after they.
At lease, the brown strip is the representation of the knowledge and, according to historians; this is also the coat of Adir, a national hero which ended the war.
And the emblem in the center of the flag is the head of "Herschel", the founder and legendary/folk figure of the nation.
National Coat of Arms
The crown represent the kingship of Deerham, it have a foreigner style because, at this time, they didn't have any blazon designer… then the Reis take command with a foreigner professional from Trottingham… which made crown… and the rest of the coat of arms.
The four white banners symbolize the four factions (Methar, Bucktiari, Jámalengar, Orakh), warmongers, which lay down the arms and accepted the peace.
The crest shows Adir and an Oryx, Iwula, representing the opponents madding a pact of peace under the Tree of Covenant, which is always visible in the public square of Deerham. The high part show the night when the pact was made and the low part, the sun which leads to the future, and the sand, witness of the covenant.
The upper garlands represent the blood versed by the conflicts; the band is cut meaning the end of warlike attentions.
In the middle golden garland there is wrote "Nhòlád se al-Yekéti" (Born from the Unity)
The two scrolls are the representation of the power of the Reis, and the awareness of the conflict, history, responsibilities, duties, rules and power limits of the sovereign. The brown band is just for decoration (they added it as an extra).
Blazon of Shams'ayyil
The crown is a traditional crown, symbol of the Sheikh and the fact that the Deerham's rulers came from this tribe. Two supporters represent two faces: Adir the Unifier and Adir the Ruler. Of course this part was put after his death… the garland show the colours of Deerham and the tribe's name is wrote in Deerhai.
Into the crest, the nine stars are the nine Javidan which protect the Reis. And also the nine Deer clans which live in, and their calves the crown's pretenders.
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8 - Anthem
The Anthem is called " Tarefim de Deerham ~ al-Sílmiy'el" (Praises of Deerham ~ the Peacefull One).
Wrote in 1694 c.p by the reviewer and poetess Aryash min Shair, the song and the lyrics were introduce and played for the first time in 1701, for the 100th anniversary of the foundation of Deerham.
The lyrics are in Kalamat :
Bilad kazmel de talayi ret
Dhire sath ek-bad daksina
He'ír se al-najmayi qubba
Tum-e apatya spasel tum-e farman
Tum-a kod jiyan dar ham-e qalb
Tum-a kod qara'a meṁ ham-e ruh
Tum ar jamil aur muzdahir
Ana-e moledet ya, ana-e matr dar kod ana yú'min, Deerham al-Serefli'el
Tum-e kaiderim, Majid Deerham ya, jiyan mem al-yadim de tum-e apatya,
Mem ham-e kartyoṁ aur ham-e ikhlas.
------
Asman kazmel de blátin najmatat
Qada se al-samtara'siy tishk
Hama se al-nirdaya tibbayim
Tum-e apatya irtaf'a mem eme registan bo'er
Tum-a kod hovil ham-e husalim
Tum-a kod ezrá ham-e ma'avákim
Tum ar degeril aur shasri
Ana-e moledet ya, ana-e malkta dar kod ana hikdísh, Deerham al-Nazerli'el
Majd, fakhr, Deerham aur ana-e hashmetim ke li'e
Tum-e misaj, Deerham al-Askeri'el, gereftan mish ham-e ruhim,
Chimki dar al-qalb de tum-e apatya, sirf aman rahate.
Equestrian translation :
Land made of golden sands,
Rocked by a southern wind.
Illuminated by the starry dome.
Thy offspring wait for thy command.
Thee that livest within our hearts.
Thee which readest into our souls.
Thou art beauteous and prosperous.
Oh my homeland, my mother in whom I believe, Deerham the Honoured one.
Thy precepts, O majestic Deerham, liveth in the memory of thy children,
In our acts and our devotion.
Sky made of platinum stars.
Guided by the zenithal rays.
Protected from bloodstained dunes.
Thy children stand in the burning desert.
Thee that leadest our hopes.
Thee which aidest our battles.
Thou art worthy and erudite.
O my homeland, my queen, in whom I am devoted, Deerham the Victorious one
Glory, pride, for Deerham and Our Majesties sake.
Thy sign, Oh Deerham the Warmonger, no more gripeth our souls
Forwhy in thy children's hearts, only the peace resides
9 - History
- Exodus -
If Deerham exists since four centuries, its story is earlier. There is 1019 year ago, in 981 some years before the imprisonment of Discord, the first nomads settled in the region of Semite, in the eastern part of the Muudi Desert. They were people from Cervida which have fled the Discord's influence. At this time, Camelu and Zavros were not founded yet, "Camelu" was nomadic tribes and Zavros some tribal villages.
The Oasis region was under the control of a kingdom called Akhzum , which included Aamina, Baqi, and Zevera. When the Deeraim' ancestors (the Bucktiari) came to the region, they were attacked by Akhzum and forced to move into the southern region, in the frontier of another entity : the Emirate of Nechor.
The Bucktiari were also attacked by the Emirate. Pissed off the tribes took up arms and faced the opposing force, using techniques learned in Concordia. Surprised and impressed by their fighting skills, the Prince Regent of the Emirate, the Amir Kermes IInd, begged their pardon for his lack of courtesy and offered them to reside in his princedom. The Bucktiari now had a place to live, and in return they shared their knowledges and talents of combat. Helping the Amir to takes control of the region.
During a century they lived into a little village in the fringe of the capital. At this time the Bucktiari tribe counted over 500 individuals. But in 1170, a pandemic stroke Nechor and the Kingdom fell. Only the Bucktiari survived due to the fact that they were from another country and had a different biology which immunized them.
Afraid by this event, the Bucktiari wanted to leave the place but some members wanted to stay here. Then the tribes were divided: the Bucktiari which joined back an ally nation : the Caliphate of Theslamane. And those which stayed and took possession of Nechor's ruins, calling themselves the "Mehtar".
The Bucktiari were welcomed by the Calif which gave them a fief, the "Agdil dominion" and helped the Calif like for the Amir Kermes IInd.
The Mehtar choose to stay in the devastated capital of Nechor, and settled their camp. Centuries passed and the late kingdom of Nechor became "Hadalqim" and the king Cyphêl of Hadalqim attacked Akhzum weakened by the time and a bad management of the Kingdom. Without difficulties he annexed Akhzum and next the Caliphate. But Hadalqim was weakened by its previous battles. Then Theslamane, even if less seized and powerful, succeed to stand up. For the next 20 years, no one can take advantage.
One day a mystic camel took audience with Cyphêl and the Camel proposed to teach him a spell, a spell which can ends the war. This spell was called "Fulmination". And it ended the war… in destroying the two realms. A trap, or a too power spell ? Nopony know, but the Bucktiari from Agdil blamed the Mehtar for this situation. After what they emigrated together but inner conflicts occurred and dispersed them.
Tribal Wars : 1573 - The Medjai-yadin, Karkadann and Hostilities
In 1573, the region of Semite was out of rulers and only formed of tribes: The Bucktiari (Buck), the Mehtar (Deer), the Orakh (Oryx), Jámalengar (Camel) and a mysterious one called "Saheri" (Unicorn). Camelu and Zavros were founded many centuries ago when they left the Protectorate of Equestria. But some conflicts of identity and stability made fled some peoples from these countries which became an ethnic group later known as the "Medjai".
The Bucktiari settled their camp in the actual Sams'ayyil village, the Mehtar in the actual Deerham and the Jámalengar at "Camel Mushait", the principal city of this region.
The Saheri, or "Karkadann", a tribe of sand unicorns lived in the southern frontier of Semite. Nobody knew where they came from. Maybe a group of banned unicorns from Equestria. But they had the abilities of use magic and with this they built a whole complex, big as a city, where magical experiences and artifact's crafting were done. The Saheri used of their mystic knowledges to modify their organisms, to be able to live in this rude region (their horns were slightly different than the standard unicorns: Higher and sharped). The others tribes called them the "Karkadann", "Lords of the Desert".
Despite their powerful magic, this ethnic stayed relatively peaceful all the time. Using power only if they were bothered.
The Medjai-yadin were emigrates from Camelu and Zavros. In the number of 200 individuals, they were attacked by others tribes forcing them to advance deeply in the land. And during their roaming, this group was partially decimated and only 50 peoples survived and settled themselves in neutral ground. But In spite of being pacifist, they were attacked by the "El-Qatil", a group of outlaws which protected the region against outsiders. In this raid, only 13 young deers, survived. Without any adults to rose them, their only chance to survive was to become what others was not: Shadows (Medjai). These 13 deers became mercenaries, tomb keepers or even spies, and with time and their exploits, the Medjai became very famous and dreaded warriors with the objective to take revenge of the El-Qatil.
Time passed, and some years later, in 1581, the tension between Bucktiari and Mehtar growled. The Bucktiari still reproached the Mehtar's ancestors to have destroyed their home (Agdil) four-hundred years ago (Fulmination Incident). Mehtar, fearing an attack from the Bucktiari, formed within them a little army. Having heard the news and fearing also a raid from the Mehtar, the Bucktiari hired the Medjai with who they had a friendly bond, for their protection. The twin tribes (Mehtar and Bucktiari) were laid on a strategic point. A strategic point wanted by the Orakh.
So, Orakh which was “ally” of Mehtar, handled them in giving soldiers to the Mehtar's army and settle their scores with Bucktiari. Thus the hostilities started, but Bucktiari, although pacifist were a tribe of warriors. And with the support of the Medjai, they repelled and defeated the Mehtar's army. Understanding the situation, the Orakh hurried to attack weakened Mehtar and took their territory.
Homeless and weakened, the Mehtar had no others choices than leave. And this is where the story of Deerham’s foundation differed...
The currently accepted version, and official was that The Mehtar roamed for many years before settling in a remote place. But one day, they found a wounded deer and healed him with the few resources they possessed. The deer presented himself under the name of Herschel and in appreciation decided to help them: He recaptured the former territory of the Mehtar, and forced the Orakh to make peace and helping them in founding a citadel. Then Herschel let his daughter, Ayalah, lead the Mehtar and after that, Herschel disappeared. It was his daughter which took a unique initiative: bringing together the various leaders and negotiate with them. Finally, after several days of negotiation and peace, the various tribes were united, and helped to build a village around the fortress.
The village became a town and the fortress, useless because the city and his people become peaceful, turned into a palace. It is at the death of Ayalah, that the city was called "Deerham". Over the years, the city attracted some peaceful emigrants which formed a city-state devoted to diplomacy, and populated by deer and camels.
However the true story is less vague:
Tribal Wars : 1582 - Bucktiari vs Orakh
In 1582 the Bucktiari were in conflict with the Orakh. The reason? They didn't liked the betrayal of the Orakh which encouraged the Mehtar to attack them to take their territory. Even in war, Bucktiari and Mehtar were still kin. During this time Mehtar tried to settle their nomad camps and to stay out of the conflicts. But the instability of their land and the many attacks of the outlaws let them defenseless. Khamaseen, the head of the tribe, then, decided to ask help to the Saheri. They were a tribe of mystics (Saheri mean "Wizards/Magi") and Khamaseen owned a magical scroll found and preserved by his ancestors: A spell named Fulmination. Of course Khamaseen knew what it was, but he was no able to use it. Then he took audience… without success. And after three others tries, Osthanes the chief of the Karkadann accepted to receive him.
This group was Canterlot's mages which crafted a magical weapon for destroying Equestria and take revenge on Celestia which banned them. Khamaseen proposed to them the spell Fulmination in exchange of their protection and a safe place for the Mehtar. Osthanes accepted: With the others unicorns he build a citadel for the Mehtar in less than one day. And for the protection they accepted also to use their magic… but it was just a pretext for them, for testing their new spells: the Secular Arcanum. The Mehtar had their place and the Saheri a testing ground
.
Day later the Saheri were nearly to finish the weapon, but they failed. Apparently it has been sabotaged by one of them, a "Mysterious and one-eyed Karkadann", called Shazadeh, and the Saheri disappeared with their city. Creating a cataclysm which affected the entire region.
Tribal Wars : 1591 Part 1 - Adir and the Chiefs of Tribes
In 1591 the situation was… catastrophic. Some people were able to use magic due to the cataclysm's side effects and they were hired by the different tribes which wanted to take control of the region. The citadel of the Mehtar became a powerful fortress and able to stands against daily attacks. The city of Camel Mushait became a partially ghost town habited by thieves, hoodlums and outlaws, but also runaways and emigrates.
The Bucktiari, with most of the magic users, became a powerful and influent tribe. Calling their village Shams'ayyil they were the first foe of the Orakh and the Methar. But also the protector of the camels' tribe : Jámalengar. Which were just merchants. Orakh succeeded to obtain help from Zavros and to own a large army. The Medjai, in the number of ten, stayed in the side of the Bucktiari and protected their "king", the "Chief" of the region, the Sheikh Sadalmelik. This Sheikh sought to change the region of Semite into a realm, his realm, and the Medjai were his protectors, elite soldiers. Bringing peace through the war.
At the citadel, a soldier stood out by his thoughts and his battle skills. This Stag's name was "Adir", a 24 year old nomad from an unknown clan. His was a young tactician that the family has been victim of the territory war, and thought that the people shall never go forward if their chiefs stayed in their scores. This spirit pleased to the “Sirdar”, the military commander of the citadel: A time of peace, as in the tales. Then he was presented to the Chief of the citadel: The Pasha Khamaseen. Adir was different of the others soldiers, and Khamaseen noticed it. Then he made Adir his Sharif, a kind of military emissary and right-hand man. Few times later, Adir wanted to chat with the Sheikh of Shams’ayyil, but Sadalmelik was not a brutish, and attacked only if he had a reason. And this reason, Adir sought it. The Sirdar thought that a lightning raid on the village to force the Sheikh to counterattacking. But this solution did not satisfy Adir which find it too risky, and against his ideology, because it could aggravate the situation. Then he proposed to the Pasha to disclose a rumor : that the Pasha was dead, and the citadel weakened.
This feint was based on the idea that Bucktiari would take the opportunity to siege the fortress... and if it was not them, then it could be another tribe. In any case he could talk to their chiefs.
Sadalmelik fell into the trap, as planned. The spellcasters of Shams’ayyil attacked the citadel however Sadalmelik stayed in his village protected by the Medjai. Then Adir left discretely the citadel, and enter in the Sheikh’s village for persuade the king to cease hostilities with other tribes. But he had to face the Medjai, and although he managed to beat four of them in a duel, he was captured. But during his capture, some squadrons of the Orakh attacked the village. At this occasion, Adir begged to the Medjai to let him help the village. In the attack, Adir showed some battle skills and with the help of the Medjai succeeded to decimate the Orakh's squadron. And eared about an attack of the Orakh on the Citadel.
Meanwhile, the "weakened" citadel held out but the army of Sheikh was sandwiched by the Orakh which took advantage of the situation in taking part to the hostilities and weaken Shams'ayyil.
Adir came back in time in the citadel, and see the cunning manoeuvre of the Orakh. This was not fair play, but he had to admit this was well-played. This Orakh's manoeuvre gave to the Tactician an idea and it could help him to his aim: Then he returned in the fortress and proposed to the Pasha to let enter the mages and to make them safety. Khamaseen hesitated and finally accepted the plan.
The doors were open and the mages didn't had other choice than enter to save their lives. The idea of Adir was to save the Bucktiari's soldiers for reinforcing the relation between Khamaseen and Sadalmelik, to show another image of the Mehtar and that Sadalmelik had a debt toward them.
After this, the citadel's troops attacked the assailants which were confuse, partially decimated and obligated to withdraw.
Few times after this, the Sheikh Sadalmelik came to the citadel for parley. He was a deer of honour and after a supper with his "cousin" Khamaseen, he thanked them, accepted a compromise of non-aggression, but not the peace, and not the protection of the Mehtar. Sadalmelik returned in his dominion.
Tribal Wars : 1591 Part 2 - Adir vs Iwula
The chief of the Orakh passed away, and the King of Zavros choose one of his more skilled lieutenant, Iwula ka T'äbib, eo take the head of his extraterritorial dominion. Iwula was a good leader of men, but the problem was that his army was reduced… then he taken the outlaws city of Camel Musait and hired mercenaries, cut-throats, and all which were able to fight, and take them in his army. Those which refused were summarily executed. This, his power and his oratory succeeded to keep a "united" army : The cut-throat became a troupe of secret enforcers, the thieves were spies, the mercenaries the "elite soldiers", and the others the "cannon fodder", whilst the King's soldiers where the protector of Iwula.
The citadel was informed of this event, and Adir decided to made some traps and strategies for their security. Iwula was also a strategist, and heard about this stag, Adir. And his first manoeuvre was to send the "cannon fodder" for detect the traps and foiling the strategies of Adir. By these actions, Iwula was able to understand the way of thinking, and knowledge of Adir. After several weeks of confrontations, the Mehtar and the Orakh were at the same point… at the exception that the army of Iwula started to be "disunited". Iwula knew it, and choose to risk everything with his last plan: First he needed the strategic point that represented Shams'ayyil. This was a well-defended place, and a frontal attack was not the solution. Someone, a deer, a mercenary called "Saebar", proposed to do a rumour : "the citadel is weakened and a whole army of Iwula besieged the place." For make it realistic, Iwula sent an army of undesirables as cannon folder. While the spy inside Shams'ayyil spread this false information.
This rumour came to the ears of the Sheikh, which was suspicious about it. But the information he received by the Iwula's spy, let him no choices. Then he sent an army fight the Orakh, and thus help Mehtar and honour his debt. But his information were false, and during this time a squadron of enforcers leaded by Saebar besieged the village. The Medjai succeeded to protect the village, but Saebar managed to face Sadalbari and the Medjai. In fact, Saebar was a Medjai supposed to be dead, a former teammate and friends of the others Medjai. And another Medjai came to assist Saebar, this Medjai was the spy of Iwula.
They were strong and able to fight neck and neck with the others, but despite it, the two "traitors" were defeated and dies from their injuries after a long duel at 2 vs 4. The others enforcers were also defeated by the others Medjai and the Jámalengar decided to take their city back. Camel Mushait empty of its outlaws which had joined the Iwula's army and although the Jámalengar were not fighters, they took arms and attacked the city, protected by some troops. During the battle, the Jámalengar showed innate ability for fighting. This victory strengthened the Jámalengar... and thus a new faction entered into the battle.
Tribal Wars : 1597 - Orakh vs Citadel and Shams'ayyil
The current situation was this one:
Camel Mushait (Jámalengar) used their resources to make a blockade against Iwula and Mehtar.
Shams'ayyil (Bucktiari) stood back, but had passed an agreement with Camel Mushait, now ally.
The citadel (Mehtar) continued to weaken Iwula with hit-and-run actions.
The Orakh were in lack of army, and only the strategic plans of Iwula kept them sufficiently powerful. But his army became very instable and his only chance was to use magic tricks. Then he heard the story of the Karkadann, their city. Iwula went in expedition into the ancient ruins for seeking artifacts that he could use. Adir was informed of this action, and choose to go too and obstruct Iwula. Into the ruins a duel began between Iwula and Adir and their expedition corps. During the fight, Adir was wounded to the face and Iwula flew away with an artifact.
Disfigured, the deer went back to the citadel, to be healed. For having saved his village many years ago, Sadalmelik sent his best medecinedeer for Adir. Whilst, Iwula used his new artefact, the "Ring of Covenant" for controlling and strengthen his army.
Tribal Wars : 1600 - Final Battle and Unification
Three years later Iwula increase his raids against the citadel, but also Camel Mushait and Shams'ayyil. Adir succeeded to foil most of the Oryx's strategies, but the blockade of the Camel and the unceasing raids putted the Mehtar on the spot. Adir choose then to pay Iwula a visit for finding a common ground… Adir was captured and imprisoned. The Mehtar refused to negotiate his liberation and to scarifying themselves for him. Adir stayed a couple of days, before use his talents to feign the weakening. The executioners lead him for being executed… but Adir stopped his simulation and flew away, out of the Orakh's camp. Iwula knew that Adir could not return to the citadel, or toward Camel Mesait and Sham'ayyil, then the Orakh taken another prisoner and executed him and told it was Adir.
Hearing about his "death", Adir roamed in the Lost Sand until been found by a mysterious deer. He used the false name of "Shazadeh", and he presented himself as a wandering tactician and an immortal mystic. He proposed to Adir to teach him magic and to give him an "army" in order to take revenge.
Some mounts later, Adir returned to the Semite region and, with an army formed with the best warriors of all the minor clans. His first action was to give a lesson about "friendship and comradeship" to the Pasha Khamaseen. He used his magic, taken the citadel easily, and its control. His next action was to annexing Shams'ayyil… and he succeeded. The two cousins, the Sheikh Sadalmelik and the Pasha Khamaseen, were now lieutenants of Adir which taken also Camel Musait and its head, Qarmathian. Adir used the different capacities of his "soldiers" to make specific and plurivalente military corps.
Despite this situation, Iwula were confident on his artifact and rise up his army. Nevertheless he demanded to his king to send him other soldiers for assist this army. Till then he faced the "Adir's army" and the final battle started. Despite the good manoeuvres of Adir, he was not a general, and he preferred to lead his "lieutenants" (the tribes' chiefs) which were warlords, manage their own armies. The chiefs were forced to band together for stand against the Orakh's army.
The battle was quite violent and the artifact of Iwula made his army powerful, but the artifact was too much used and lost all its energy… with this, the army formed of outlaws and criminals was decimated and only the Oryx's army survived. Iwula received also a message from his king… which considered this territory campaign as a failure, refusing to send other troops and ordered Iwula to return in Zavros for being judged.
Homeless, abandoned by his ruler and with a little army, Iwula gave up and offered his life if they let his army in peace and allowed his soldiers to come back home.
Suddenly, "Shazadeh" appeared and proposed another idea: the Mehtar, Bucktiari, Jámalengar and the Orakh make peace and become one. The Semite region could be a nation where all tribes live and the citadel, the capital. Adir agreed because it was his ideology, but the three chiefs (Pasha Khamaseen/ Sheikh Sadalmelik/ Effendi Qarmathian) disagreed; and Iwula had no comment.
Then, Shazadeh proposed to the three chiefs to face him. If he won the duel, he will choose the "rules", if he loses; the one who beats him will choose the future of the region.
Iwula thought it was a good occasion for him. Then he was the first to defy Shazadeh… Iwula lose. The three others chiefs knew that Shazadeh was someone very unusual. Then the three chiefs fought together the Deer, helped by Iwula. They failed. Finally it was Adir which taken over for the fight. The duel was longer and, during the fight, the four rulers were impressed by the capacities of Adir. Once the time came, Shazadeh let his "pupil" win.
The four chiefs was not dupe… but even if the duel was fiddled, the competences of Adir were real, and they claimed him winner.
Adir taken the following decisions: The Mehtar, Bucktiari, Jámalengar and Orakh must to make peace. The region will be a nation and the citadel will become the capital of this new country. But now, they needed a king, a ruler. Adir refused to be the ruler, because he was not able to be this. Instead he proposed that the chief of the Bucktiari, Sadalmelik become the first ruler. "King" was not an acceptable title, and then they used "Reis" which mean "Leader" or "Sovereign". Khamaseen ranted to let his citadel to the Bucktiari… but it was fair enough because he had abandoned Adir after-all. Despite it, Sadalmelik preferred forget his rancour and to accepted the Mehtar as members of his family. The Jámalengar keep their city.
Adir proposed also to the Orakh to stay live in this new nation. They accepted.
In the night, the tribes' chiefs signed a peace treaty, and under a tree which was still upright, the Orakh made an oath with Adir, and Iwula swore to give his help and his knowledge for the future of Deerham.
Shazadeh turned himself into a Unicorn, and presented himself as "Herschel Alamir", and gave the spells he had stolen to the Sahir two decades ago. This scroll became the Deerham's Secular Arcanum and proposed to the chiefs to rewrite their past and disappeared in a seal of light. With time the citadel evolved and the rules were written and since this time, Deerham stay out of war and preferred non-violence.
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10 - Notable Personalities of Semite.
-- Unicorn --
Icarim Hierophos, known as "Osthanes" - 1527-1582 p.c
Head of the Hirophos family, he was a significant member of the Starwhirl Academy. Albeit he was a Pegasus, he had great knowledges about magic and scientific domains. He worked with other mages from Canterlot in a possibility to grant magic to the non-unicorns and doggedly he became a mage of Celestia's court. His son, Phoebus, was his first subject and since his son's foalhood he did many experiences on him. But Icarim was denounced and Celestia looked after Phoebus. Forced to stop his activities and magical researches, he tried to continue the experience with his team, but, totally busted, he was banned of Equestria with his mate and his team. During their roaming, his mate died, and Icarim swore to have his revenge. Finally the mages found a distant region to make their experiences. Next to an experience Icarim and his team became a new type of unicorns the "Karkadann" and made a magical weapon for destroying Equestria. But the weapon was sabotaged and Icharim was annihilated with his works.
He's the real creator of the Deerham Secular Arcanum.
Lord Herschel of Alamir, known as "Shazadeh az Javidan" - 1368 (?) p.c – still alive
Immortal prime minister of Celestia, he was the one which discovered the Icarim's mistreatments on his son. Since the banishment of Icarim, he took an interest to him. And when he got wind about the mages' project to destroying Equestria. He played the secret agent in joined them and sabotaged the weapon, before disappearing with their magical spells researches: The Deerham Secular Arcanum. After what he returned in Equestria, and came back in the Semite region twenty years later in using Adir in the purpose to found his own nation, Deerham.
-- Deer --
Addiyr Salah'ud-Din al-Yekéti'el, known as "Adir the Unifier" – 1567 – 1604 p.c
The clan of Adir was one of those which lived into one of the many tribes of Semite. His grandfather was a tactician and conveyed to him his knowledge. His calfhood was rather quiet on he was raised in a folkloric atmosphere. When he was older he became a mercenary in the purpose to be renamed and bring stability and safety to his clan. But his actions changed nothing and his tribe was accidentally attacked by the "El-Qatil" handled by one of the former employer of Adir, in revenge. Adir was blamed for this raid, and after this event he decided to leave his village to find someone which was able to bring peace. The Mehtar looked for new recruits as help in the citadel and after months of roaming, Adir enlisted in the Mehtar, thinking it could be a good chance to have a military formation and win in power. After the foundation of Deerham, Adir was claimed as a hero and a manor was built for him. He spent the following years in protecting Deerham and its frontiers. But knowing he was sick, Adir choose to spend the rest of his time in his tribe and write his memories and a war and strategy treaty (in co-writing with Iwula), before resting in peace.
Aryash min Shair – 1668 – 1742 p.c
Reviewer and poetess, Aryash studied in the Academy of Deerham, although she lived at Camel Mushait. Brilliant student, she mastered the Kalamat, the Deerhai and the Equestrian when she was a teenager. She joined the Guild of Bards and became the first female minstrel.
Aryash took a trip in Equestria and in this country she discovery another type of literature : the poetry. Fascinated by this art, she brought back some books in Deerham and translated them. Aryash became quite popular and famous in the region, and one day the Reis asked her to write an anthem for Deerham. Thus "Praises of Deerham" was written. After it, she gave some lessons at the academy and when she was older, she started to record the history and tales of Deerham and the region. Her fist and most famous work: the translated anthology of poetry was the first and rarest book of the library of Deerham.
Pasha Khamaseen el-Gadirh – 1554 – 1640 p.c
When he was a teenager, he showed great skills in the fighting arts and also an interest for history, and notably the time when his ancestors lived in peace. But the situation was too chaotic and inauspicious for peace. He was the favourite pupil of the Sheikh of the Mehtar. And when this one died, Khamaseen was chosen to take his place, but someone contested this decision and confronted Khamaseen in a duel. He won and took the head of the clan in the age of 17 years. He was strong but also able to find skilled people. When the citadel was built he received the title of Pasha. After the foundation of Deerham he took the place of Great-Intendant, a kind of prime minister.
Seik Sadalmelik min Bucktiari, known as "Sadalmelik Ist the Wise" – 1551 – 1632 p.c
Born inside the warrior tribe of Bucktiari, he was trained in the battle arts since his calfhood in the aim to be a great warrior as his parents. However he preferred to studies philosophy and science. But these works was hard to find in the region, and he ran away in a neighbouring nation for have some. Here he meted a stargazer and wise camel, a mystic which taught him philosophy, astronomy but also some forgotten knowledges. After it he returned to his tribe, extolling the virtue of non-violence. But the village was attacked by a rival tribe: his father was captured and his mother injured. With no others choices he took arms and saved his fathers. Between the two of them they decimated 80% of the foe warriors. After this victory, Sadalmelik continued to train himself to the battle art. With years he becomes the Sheikh of the village. At his coronation his proposed to the nine Medjai to became his personal guards : the nine first members of the Javidan.
-- Camel --
Hask-Magus Gereft Efsunlar, known as "The Arcanist" – 1613 – 1781 p.c
Astrologer, librarian, philosopher, spellcaster and scholar. Gereft was the founder of the Tower of Arcana, the Observatory and the Public Library. Dromedary native of Camelu, from an erudite mother. He received a good education and followed his father which was a rich merchant. One day, Gereth decided to take a trip around the world and through the years he visited many places and saw a lot of cultures. He passed 10 years to acquiring knowledges of most of the countries he visited. But his parents passed away, and Gereft received a great wealth that he didn't know what to do with. He stayed some time in Baqi, before preferring to do a meditating journey. Suring the trip he resided a time in the Himallama, living as an anchorite. And one day, he met a mystical Camel which taught him magic and how to extend his lifetime. While returning from his trip, he found a sense of his life. In Camelu he tried to teach some magical knowledge, but it didn't please to the government which chased him out of the city. Then he took his fortune and heard about Deerham, a new nation. Trying his luck in this city, he saw they don't had any school or library, but instead a good "background" and culture. He stayed some mouths on the city, teaching magic, astomancy and philosophy to those who wanted to learn. He was successful with his courts and decided to reside here and share his knowledge with deeraim scholars which, in return, shared their magic knowledges (Deerham's Secular Arcanum), a magic that even Gereth didn't knew. He helped also in the construction of an academy where he taught as one the first teachers. After this and with years, he built the Observatory for helped Deerham to exploitation of their astral knowledges. He made built the library and gave them some books and to finish he was the first "Sage" of the Tower of Arcana in keeping the Deerham Secular Arcanum. At the end of his life he tried to expend his lifetime with magic, in the aim to continue his researches. But he failed and, near of the death, he did a last magic show before turning to dust in Public Square. He let for Deerham some of his written works (exposed in the Library) and in exchange, they build a statue in his honour.
Qarmatian Khal'adhul il-Jámalengar - 1560 - 1653
Qarmatian was the son of a Camelu's military lieutenant. But he didn't receive any formation due to his weak constitution. Instead he studied the commercialism and was quite skilled with numbers. His mother was from a Sandlander tribe called "Jámalengar" and when his father was arrested by Camelu with his general for conspiracy, Qarmatian and his mother didn't had other choices than leave Camelu for their security. They planned to stay in the Jámalengar until his father was free… but this one died in jail and his house was destroyed. Homeless, Qarmathian and his mother had no more reason to return in Camelu. In this tribe of camels, the inhabitants were peaceful apothecary or merchant and few were true warriors. Qarmathian learned more than he taught. He became a great "business man" and made trades with others tribes. His situation, ideas and deeds putted him in the head of the tribe. After the unification, he took care of the trade between Deerham and neighbour nations and when Sadalmelik passed away, he was one of the teacher of the new Reis and also the governor of Camel Mushait.
-- Oryx --
Iwula ka T'äbib – 1563 – 1612 p.c
Orphan born in Zavros, raised by a scholar. He joined at a very early age the army of the King by patriotism. Since the age of 13 years he received a harsh military training and was several time at the verge of death. But despite it, his battle skills were a lame and his way of thinking not in adequacy with the others, and was then forced to leave the army. He returned at his foster father and this one was in discussion with a high-ranked military. A strategist interested by the observations and thinking of Iwula. He proposed him to become his pupil. Instead a battle formation he learned strategy and, even not the best, was quite good. The strategist took Iwula what him in his mission, showing him his task. Whoever during one these battles the strategist was seriously injured and Iwula was forced to completing the manoeuvre. Thanks to his knowledge and some improvisations, he succeeded to won the battle. The King got wind of it, and made Iwula is official strategist. After this he won other battles and offered his wages to his orphanage, to help them. Years later he was sent in the Semite region for continuing the extra-territory campaign, the annexation of Semite. He was welcomed as a hero by the soldiers. But as he thought, his task was harder than promised: He didn't have the advantage of the ground, a great army plus his knowledges on the region were erroneous. The tribal chiefs were warriors and skilled. But despite it, Iwula succeeded to level playing field with them and even if he was obliged to be flinty for the good of the campaign and his army, he stayed a valorous general which wanted to make this senseless campaign end for that everybody can return at home. After the foundation of Deerham he received the title of "Faujdar" and had the mission to keep the stability of the land and with other countries. He spent his time to serve Deerham and to assuring the Orakh's integration. One day the king of Zavros died and another took his place. Iwula thought it was a good occasion to explain the situation to the king, and to visit his orphanage. The night after his royal audience, he was found dead, surely assassinated, in the porch of the orphanage, a smile on his face.
Naziris ibn-Ratzákh'ayal, known as "The Phantom of Herschel Square" – 1782 – 1817 p.c
The infamous criminal from Deerham. Nothing is known about his calfhood, just that he was an orphan and member of the Amvatzill, a clandestine cult. This oryx was known for the demise of many peoples in a public place with an unknown spell. He was directly arrested but succeeded to escape himself into the desert. He was injured but, in ancient ruins, he made a pact with a dark entity which gave him power such teleportation, magic skills, power up etc. What his new powers he enter to the Palace and assassinate the Reis, the Judge and others peoples before provoking chaos and disappearing. A new Reis was choose and this one fired the Javidan for their "incompetence" and took other guards for his protection. Sahel, the young son of the assassinated Reis, decided to chase the Phantom and begged help toward the fired members of the Javidan. They accepted, but Sahel was captured by the Phantom. The Javidan pursued him and finished by found him. A fight between the nine Javidan and the Phantom started. After a hard battle they defeated the evil spirit which possessed Naziris, while this one had his soul attacked by the ghosts of his victims. This was the worst and darkest event of Deerham which left an indelible shadow on the place.
Tenor told me that I can post this topic on this board. But if i am not in the good place, I can put it on "fan creation".
Here the travel guide of Deerham.
This is a little data-base about the city, its government and history. Of course, Deerham doesn’t exist in My Little Pony and on the Equestria's map by hlissner.
Before read it, you must to know that this Deerham is a place from my own vision of FIM, and a kind of alternative reality that I called "Equestria Al-re". As used in the Marvel, I named the different realities for differentiate them.
From Friendship Is Magic = "Equestria-fim", the world from the tv show.
From this forum = "Equestria-qcrp" (Canon roleplay), an alternative reality of the TV show, where many original characters and events exists.
And from my interpretation = "Equestria Al-re", a novelistic alternative version of the tv show, in which Deerham (and others things I have created as Elysion, the Paragon Phoebus Hierophos, the Circle, when there was a war of alicornes against Discord 1000 years ago, when the ponykind was created by the Primevals etc… etc..) exists.
Thus this version of Deerham is from this alternative universe, a universe where conflicts, epic battles and tragedies exists.
---- DISCLAIMED ----
The history of the city is maybe a little too "mature/complicated" for be incorporate in the universe of My Little Pony. This is not the aim and thus totally wanted. I might follow from the principle that each nations is founded by/on/with something, and for Deerham it was tribal conflicts (After-all, nothing is said about this in the TV show. It'snot because it's not showing, that it don't exist.
Then we can imagine that Equestria was always in peace, but also they knew wars or dark events– Pegasus soldiers, weapons, "bullet" reference, and turtle called "Tank"- .
Because it's based on my vision of the FMI's universe. The atmosphere is closest of a shônen or RPG (with fights, geopolitical conflicts, "realistic" or romantic or dramatic events), then a show for young girls.
But despite it, I tried to stay in the "acceptable" and not to walk to the very grimdark or gore. Then, I hope this presentation can clarify your knowledge about this fictive city. ^^
I would also excuse myself because it's possible, due to my non-english native language there are some faults of syntax or other things. I don't used translator, or just a little, and despite it I hope it's readable.
Hop, we can go.
1- General Informations
2- Geography
↳ Mains Buildings
3- Politic
↳ Viziers
4- Army
↳ Kardaces / Jahnişêrr
↳ Javidan
5- Commerce
6- Language
↳ Deerhai and Kalamat
↳ Expressions
7- Symbols
↳ National Flag and blazon
↳ National Coat of Arms
↳ Blazon of Shams'ayyil
8- Anthem
↳ Equestrian Translation
↳ French Translation
9- History
↳ Exodus
↳ Tribal Wars : 1573 - The Medjai-yadin, Karkadann and Hostilities
↳ Tribal Wars : 1582 - Bucktiari vs Orakh
↳ Tribal Wars : 1591 Part 1 - Adir and the Chiefs of Tribes
↳ Tribal Wars : 1591 Part 2 - Adir vs Iwula
↳ Tribal Wars : 1597 - Orakh vs Citadel and Shams'ayyil
↳ Tribal Wars : 1600 - Final Battle and Unification
10- Notables Personalities of the Semite Region
--Unicorn
↳ Osthanes (Saheri)
↳ Shazadeh (Equestrian)
-- Deer
↳ Adir (Mehtar)
↳ Aryash (Deerean)
↳ Khamaseen (Mehtar)
↳ Sadalmelik (Bucktiari)
-- Camel
↳ Gereft (Camelu)
↳ Qarmatian (Jamalengar)
--Oryx
↳ Iwula (Orakh)
↳ The Phantom (Deerean)
1 - General Informations.
Name : Royal Confederation of Deerham (Śaṅgkherat Râjahinn de Dyrhe'ā̃m) / Al Rae'eskirim-e Hirânnstan (Dialectal)
Epithet : The Irenic Dominion (Il-Mêrahsatam Amânynn)
Moto :
"Ek-aman entehaseyi, ek-ehtram anarat aur hamara Raees ke li'e." (Deerhai)
"Ke ek-ebedi aman, ek-anarat pativ aur ham-e Rae'es li'e." (Dialectal)
(For an endless peace, an unstained honour and our Majesty's sake)
Anthem : Praises of Deerham ~ The Peacefull One
Folk hero : Sharīf Addiyr al-Yekéti'el (Adir the Unifier)
Mother of the Nation: "Al-Sayidáti Ayalah"
Date of foundation : 1600 p.c
Capital : Il-Râjahîshar (litt: The Royal Stonghold) or Deerham'el-Hîşar (Deerham Citadel)
Official language(s) : Deerhai (Allemahic) and Semiti dialects
Demonym : Deerean/ Deeraim (plural)
Ethnic groups : Hirânn/Deer (60%) / Camel (25%)/ Antelope (15%) (5'800'000 citizens, in a human scale)
Currencies : Gold piece Shakhdar - accepts Cervida and Camelu's currencies -
Government : Elective monarchy
- Ruler : Reis Alderamin 1st (Adhira'yamin el-Waħed)
- Great Intendant / Prime Minister : Yildiz Menad
Vassals : Camel Mushait (Widest/Most inhabited "city"), Sheikhdom of Shams'áyyil (city state)
Inspiration :
Deerham (From "Deer" and "Dirham", Arabian money) is a middle-east-like city, and its language is the "Deerhai", a variant of the Allemahic, fictional language that I use for emulate middle-east languages. It language is in three versions, and for Deerhai I use the "Allemahic synthesis form" : This is principally Urdu (Hindi's words with Arabic script and words) with Kurdish or Turkish and Farsi. Then, even if Deerham is a mixt of Arabia, Persia and localised near of Himallama (India), we can imagine that Deerham would be a kind of Pakistan.
"Camel Mushait" is a playword with "Camel" and "Khamis Mushait" a city in Saudi Arabia and "Shams'ayyil" is a words association of "Shams" (sun) and "Ayyil" (deer).
The Bucktiari come from the "Bakhtiari" an Iranian tribe. The "Mehtar" is a word that means "Powerful" and an area in Pakistan. Jámalengar from "Jamal" ("Camel" in Arabic). The unicorn Karkadann take their name from a Persian mythological unicorn called "Karkadann" which means "Lord of the Desert".
2 - Geography
Deerham is a nation, a realm in the South-eastern continent. Positioned between the nations of Camelu and Zavros. It has been found in the Lost Sands, a part of the Muudi Desert in the Semite region, dusty and rocky. The inhabitants of the region are called "Deerean Semitian" (Semitii in plural) or by the generic term of "Sandlanders".
The weather have few rains, and a lot of Sun. But Deerham's region is also surrounded by sweet winds and sometime by sandstorms. The climate is dry and dusty, 40-57°C (30 in shadow) at day, and 30-34°C. the night.
Out of the capital there are two others places:
Camel Mushait is a nearby city under the jurisdiction of Deerham. Most important town next of this one, this city is a vanguard, a place when live most of the peoples. Like Ponyville. The other place is Shams'áyyil, a semi-independent city under the jurisdiction of the Sheikh, a kind of patriarch, the leader of this place. Many ruins are dispersed among the country, like old cities or abandoned shrines. And few people dare to venture into it.
The city's ramparts form a great circle, when the entrance is protected by four large doors. The city is built in two stages. The ground-floor : the part of the city where the markets, the public edifices, and inhabitants lives. In the bottom of this place, some stairs lead to the first floor, 200 meters higher. There is a public square what the "Tree of Oath", a historical tree and the plaza with important built and the military barracks. This floor is protected by rampart and a big door for protecting the population if the lower part falls. Like the ground-floor, another stairs lead to the royal palace is build.
(Similar apparance and architectural sytle)
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The mains edifices are:
Idara Misrád (Administrative Hotel) : This edifice groups a police station and a courthouse. It's principally here that the city is managed. The office takes care of laws, but also the resources and the population. The judgments are given here and even if there is a police station, the jails are in the sub terrain part of the City.
Birc de al-Arkhane (Tower of the Arcane) : In this place the magic is taught by the "Sages", people which had passed their time to studies it, they are the keepers of the "Deerham's Secular Arcanum". This is also a place where magic stuffs are studied. This building own also an academy; the only school of Deerham, a great place where all maters could be learned.
Sitaraghar (Observatory) : Out gazing the stars and the astral manifestations, this is the place where the astronomers, cosmologists and astrologers are educated and trained. It has a library, a lab and a museum.
Al-Nakhlistan (The Oasis) : is the only hotel of the city. This is a large building with an inn (Wayfarer's Den), but also a Upper and middle-class restaurant. This establishment has 72 chambers. Near on it there is the "Gearstore", a market when armors, wears, weapons and useful items can be buying and imported.
Hammâm (Thermae) : A good place for relax. This bathhouse has a spa, two pools, one of fresh water (16°) another warmed up. The water come from an underground source made of natural and magical water and also some therapeutic and medicinal herbs. The spa had also a little tearoom.
Darmangah (Clinic) : It's the main hospital of the city. Most of the peoples are healed here. But it's a small hospital with four medical practitioners: A general practitioner, a paediatrician, a surgeon and a psychiatrist. And the edifice is shared with an apothecary.
Aẓim Ketab'khane (Great Bookhouse). The public library of Deerham owns a large collection of new and old works: magical treaties, scrolls of history, poesies etc... In the subfloor the archives are carefully kept and stocked. The library is also specialized in the restoration and preservation of books and scrolls. Peoples come here for made repair their books, even if the restoration of ancient works are the priority. The night, and during some celebrations, the library becomes a theatre or a forum.
Al-Bazar (Marketplace) : All foods are sell. This is a good place for buying domestic specialty. The foods are magically preserved and come mostly from others countries. In this market, a traditional activity is to drive a bargain.
Máskan de Vazirim (House of the Ministers) : When they don't work, this home is the place where the viziers (ministers) reside. This is a luxurious house located in the upper part of Deerham, equipped for that the ministers can work and sleep without being bothered. They are also near of the Reis' palace for being quickly at his disposition.
Mahal de Kharshid Sílmiy (Sun of Peace Palace) : The royal palace and first building of the city when it was still a citadel. As usual, it's in this place where the Reis lives, and gives audience. The palace is very luxurious and has a pool, garden, library, all and more that a royal castle must to have. The Javidan, the elite soldiers, lives in the palace too. And to finish, the barracks are the place where the soldiers Kardaces live when they are not on leave. This is a spacious place near of a military training field.
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3 - Politic
Deerham is a peaceful nation which has good relations with neighbour countries, notably Cervidas with which they share same ethnic, kinship and friendly bonds. The nation is ruled by the Reis Alderamin Ist which succeeded to the actual Sheikh Sadalbari, his brother.
The power is not hereditary to avoiding inner conflicts. The Rulers of Deerham all come from a deer village, called "Shams'ayyil". In this village many family clans live.
Only a Deer can take place on the throne, thus each clans raise their children in the optic to bring the next Reis. When a Reis abdicates or die, the clans send their best calves to pass candidature tests to determining who can be the best ruler. After this, the chosen is crowned.
The Reis is assisted by four ministers called "Viziers", a royal adviser, and a great-intendant who take the role of prime minister.
The Adalvazir (Minister of Justice) :
His task is to manage the trials, the laws and their costs. He can also take the role of Judge in very important trials.
The Haganavazir (Minister of Defence) :
He manage the army, the troops recruitment and also the military missions if necessity, or can also assist the Reis in taking the role of General of the Armies, or to prevent external threats.
The Síhavazir (Health Minister) :
At the charge of the public safety, he takes care that the apothecaries had enough medicines and to protect the population against sickness.
The Talimvazir (Education Minister) :
He deals with the librarians, the scholars. And manages the budget for the school or choose its programs. He's also in charge of the cultural celebrations. Generally, this Ministry is granted to a scholar or a skilled teacher.
The Azeem Idareci (Great Intendant) :
Prime Minister, he take care of Reis' businesses when this one is absent. His function is to manage the viziers and their works and fix city's issues. However his powers are limited and he can't take important decisions for the reis.
The Khuşrayi Jâseh (Royal Adviser) :
The job is mostly to help the Reis with an external opinion, and objective view over the Reis' projects. Of course as an adviser he have to advise the Reis, questioning his choices or even to give other options. Allowed to contest the Reis' decision and prevent him to do a mistake. He however can't annul a taken and signed royal decision/decree.
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4 - Army
Deerham own a little army divided in two corps: The Kardaces, the regular troops of light and heavy grunts, and the Javidan, the elite unity. If we compare Deerham to Canterlot, the Kardaces are the Pegasus guards, and the Javidan the unicorns guard. This army is not very important in seize, and formed of deers.
Kardaces :
Also know as "Jahnişêr/Jahnişêrim". The marechaussee. Their mission is to protect the population, and take also the role of the police. They keep also the frontiers' safety and can be sending to put down revolt or invasion. The speciality of the Kardaces is the hand-to-hand… I mean "hoof-to-hoof", and tactical battle approaches. They wore light armors but have rude formation which increase their stamina, defence and know spells for accelerate their moves. The Kardaces use also scimitar, Nimcha (a type on one hand saber) or spear.
Javidan :
The Javidan, called also "Immortal" is a bit different. They mission is to protect the Reis. This is an unite who wore heavy golden jeweled armors and each members use their own custom-made weapons (Spear, double sword, magical book or staff, etc…). In the number of nine, they come from any social-class, and they have followed an intensive formation which developed their reflexes, stamina, force, speed and defense. Due to be close of the Reis, few people can enter in this unite and all have the confidence of the Ruler. Along of the military formation, they are also trained by the "Sages", the keepers of the magic arts of Deerham. Then, the Javidan know also how to use magic/spells and use it via their antlers, strengthened for hoof-to-hoof.
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5 - Commerce
Deerham lives, in part, of it textile trade such as silk or pashmina. Deerham is also known for its astronomy stuff like telescope, stars maps/treaties or even compass and astrolabes.
They have also many plants, rare and exotic notably for the decoration. But have also their own medicinal plants and potions. Deerham made also a rare and expensive beverage called "Al-Iksir" (Elixir). This potion require many months for the preparation and the ripeness of it components.
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6 - Language
The official language of Deerham is the "Deerhai" (or generic term "Allemahic"), a kind of Semetic language. The Deerhai is divided in two forms : The Deerhai, the all-day language, and the "Kalamat" or "Lyrical Deerhai". This one is used in the poems or songs.
Deerhai use French syntax (Article-noun-adjective), and the Kalamat use english one (article-adjective-noun). The two forms use "tum" (thou) instead of you in familiar language, and "soma" (you) in polite situation or if more than one people. "-esh" or "-ara" are put in the end of a pronoun for make it a possessive form.
Ana / anamesh / ni (I / my / me)
Tum / tumesh / tu (Thou / thy / thee)
Huwa / huwesh / hu (He / his / him)
Hiya / hiyesh (She / her)
Ham / hamara / hamesh (We / our / us)
Soma / somara / ya (You / your / you! Like "You idiot")
Ishan / ishanra / ish (They / their / them)
The Kalamat use, instead, "-e" for possessive, and "-a for objective case : Tum-e (Thy), tum-a (Thee), Ana-e (my), Ana-a (me/myself).
Today we will learn the Deerhean alphabet. Here's the characters used :
In Bold = the name of the character, () = the character's sound.
= H'álif (Hâ), = Bêshir (Bê), = Česna (Cheh), = Dîhj'al (Dhî)
= Ẹlcheiş (Éih), = Y'efħet (Eph), = Jeízab (Djêh), = Hašem (Hash)
= H'iyerạ̉d (Hî), = Djiħ'naam (Jih), = Keychûṛ (Khê), = Lâmud (Éhl)
= Ejmîm (Ému), = Nûnft (Ain), = Ohm (Ŏh), = Pânc (Pê)
= Qa'afhje (Kyuh), = Rezajaq (Érh), = Śhinjûṛ (Esh), = Ţêkeb (Thêt)
= Udy'ur (Üh), = Vâ'orim (Vhéih), = Wā̃jenûn (Wêyh), = Khoršrem (Eiksh)
= Yerạ̉zad (Yê), = Zua'aħ (Zéidh)
Numeral :
0 - Sifar
1 - Waħed (Wah)
2 - Dua (Do)
3 - Tîh
4 - Čârh (Cha)
5 - Penj (Pan)
6 - Şadis (Şad)
7 - Heft
8 - Aṭh
9 - Tís‘ah (Tish)
10 - Ašra (Deh)
11 - Gyârazdah
12 - Baarah
13 - Terah
14 - Chautah
15 - Pandreh
16 - Śoleh
17 - Satrih
18 - Aṭhārshid
19 - Uhnnîs
20 - Išrûn
---
21 = Išrûn'wah
22 = Išrûn'do
23 = Išrûn'tîn
24 = Išrûn'cha
25 = Išrûn'pan
26 = Išrûn'şad
27 = Išrûn'heft
28 = Išrûn'Aṭh
29 = Išrûn'tish
---
30 = Talâtín
40 = Čehel
50 = Panjâh
60 = Sâṭhim
70 = Heftâd
80 = Aṭhsen
90 = Tishʿûn
100 = Sauyüz (yüz)
101 = Sauyüz'wah, 102 = Sauyüz''do, 103 = Sauyüz'tîn etc...
---
200 = Duahyuz
300 = Tîhyüz
400 = Čârhyüz
500 = Penjyüz
600 = Şadisyüz
700 = Heftyüz
800 = Aṭhyüz
900 = Tís‘ahyüz
1000 = Hezar (Hizh)
1100 = Hezar'yüz, 1124 = Hezar'yüz-Išrūn'cha
---
2000 = Dua-hezar, 3000 = Tîh-hezar, 3000 = Čârh-hezar etc...
---
10'000 = Ašra-hezar
100'000 = Sauyüz-hezar
1'000'000 (million) = Daslâkh
1'000'000'000 (milliard) = Ajkareb
Expressions
Like others countries, Deerham have its own swears and interjections: like "Ya murakh" (You Idiot) or "Ehdah !?" (What's that ?! / What is it ?!). One of the most polite insult is "Ya lazak de ko'inahi." Literally it mean "you child of no one". The senses of this swear is "Your parents have done nothing in their lives; they are losers and incapable ones".
This insult does not work in someone with famous or upper-class parent, but it became ruder toward an orphan, changing the sense of the sentence in "you suck so much, than you're incapable to have any parent/than your parents have preferred to die, abandoning you, than raise you." "Na'al din oumouk or Nardinamouk" (be cursed), is a interjection/swear whose the meaning change with tonality and context.
I add some Useful Deerhai phrases.
Hi = Salam / Namasteh (Greeting)
Utilization : Informal greeting
Hello = Namaskar (My respectful greeting)
Utilization : Formal greeting
Good Morning = Tov'bakhair
Utilization : Greeting from midnight to noon
Good day = Khoş'eldin / Suraj hifazat se-tu/ya (May the sun keeps thee / you)
- Goodbye (After-noon) = Khoşlama / Suraj bachana se-tu/ya (May the sun protects thee / you)
Utilization : Greeting from after-noon to 6 P.M. "ya" is polite, "tu" informal
Good evening = Tov'akhsham / Sitara hifazat se-tu/ya (May the stars keep thee / you)
- Good night = Khoşev / Sitara bachana se-tu/ya (May the star protects thee / you)
Utilization : Greeting from 6 P.M to midnight
Farewell = Khuda hafiz
Utilization : Formal greeting if we don't plane to meet it again in the same day
No = Noch/Nahî
Yes = Yesh/Evet
Please = Meharbani
Thank you = Sukriya
Welcome ! = Khush amdid !
You're welcome = Kuchh nahi
Nice to meet you = Tasher'ráfna
Bon appetite = Maze karein (Enjoy it)
Bon voyage = Maze yatra (have a nice trip)
Good luck = Hona qismaten (be lucky)
What's new? = Kya hast al-khabar? (what are the news ?)
How are you? = Kaise ar-ya/tu ?
I'm fine… and you ? = Ana hu thik… aur ya/tu ?
My name is… = Anamesh ism hast…
Don't worry = Soma/tum da'ág mish. (soma = you, polite / Tum = thou, informal)
No Problem! = Ko'i nahi masla.
Understood! = Fahemaja !
I am sorry (apologize) = Ana hu bebashid
I beg your pardon ? = Ana ya/tu kirdin ibra ?
Pardon me = Ibra ni?
Excuse-me, where/what/how is... = Moazrat ni, jahaṅ/kya/kaise hast?
What the feather ? (WTF) = Vath al-bukh (What the buck)
What the hay ? (WTH) = Vath al-elkh (What the elk)
What the heck ? = Kya al-duniya (What a world)
I don't give a feather (to you/this) = Ana tasleem mish el-shakh (I don't concede an antler (de ya/eth)
For goodness sake = Minaj-al Addyr (By Adir's sake - dated)
So be it = Hershel akbar (Hershel is greatest.)
Deo volente = In sha'Gereft (If Gereth willeth it)
What/why on Equestria = Kya/chera ind Semite/Deerham (What/why on Semite/Deerham)
Thanks Goodness = Sitarah spas (old sandlandic form for "Thanks stars")
- Title to address -
Mister (mr.) = Mohtaram (Mtm.)
Utilization : Neutral towards most of the people and in army, informal towards upper-class peoples.
- Madam (Mrs) = Srimati (Smt.)
Utilization = Old woman, or married ones
Sir/Lady = Sahib / Kulasri
Utilization : Formal towards upper-class peoples, polite towards others.
Miss = Khushke
Utilization = Young lady and non-married or well-bred ones.
Sáyyid (for male) / Anisa (for female)
- Utilization : Neutral. If you don't know the social status of the peoples.
If you have questions, no problem, ask as will you want.
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7 - Symbols
National Flag and royal blazon
Called "Hirânnser" (Deer Head) or "Hersch'el" (The Deer One) the design consists of three stripes: dark taupe, white and "brown of Deerham", with two thin golden rays. The first stripe represents the sky, notably the night when the nation's aim was decreed.
The first golden band is the sun, the zenith which guides the people toward their aim, which support them, and light up the way through the "traps" for avoid them and overcome the difficulties.
The white strip means the peace. It's longer than others because peace is more important, and the primordial objective of the nation.
The low golden band symbolize the richness of Deerham, of their culture and also the sands which exiting before they, and will existing after they.
At lease, the brown strip is the representation of the knowledge and, according to historians; this is also the coat of Adir, a national hero which ended the war.
And the emblem in the center of the flag is the head of "Herschel", the founder and legendary/folk figure of the nation.
National Coat of Arms
The crown represent the kingship of Deerham, it have a foreigner style because, at this time, they didn't have any blazon designer… then the Reis take command with a foreigner professional from Trottingham… which made crown… and the rest of the coat of arms.
The four white banners symbolize the four factions (Methar, Bucktiari, Jámalengar, Orakh), warmongers, which lay down the arms and accepted the peace.
The crest shows Adir and an Oryx, Iwula, representing the opponents madding a pact of peace under the Tree of Covenant, which is always visible in the public square of Deerham. The high part show the night when the pact was made and the low part, the sun which leads to the future, and the sand, witness of the covenant.
The upper garlands represent the blood versed by the conflicts; the band is cut meaning the end of warlike attentions.
In the middle golden garland there is wrote "Nhòlád se al-Yekéti" (Born from the Unity)
The two scrolls are the representation of the power of the Reis, and the awareness of the conflict, history, responsibilities, duties, rules and power limits of the sovereign. The brown band is just for decoration (they added it as an extra).
Blazon of Shams'ayyil
The crown is a traditional crown, symbol of the Sheikh and the fact that the Deerham's rulers came from this tribe. Two supporters represent two faces: Adir the Unifier and Adir the Ruler. Of course this part was put after his death… the garland show the colours of Deerham and the tribe's name is wrote in Deerhai.
Into the crest, the nine stars are the nine Javidan which protect the Reis. And also the nine Deer clans which live in, and their calves the crown's pretenders.
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8 - Anthem
The Anthem is called " Tarefim de Deerham ~ al-Sílmiy'el" (Praises of Deerham ~ the Peacefull One).
Wrote in 1694 c.p by the reviewer and poetess Aryash min Shair, the song and the lyrics were introduce and played for the first time in 1701, for the 100th anniversary of the foundation of Deerham.
The lyrics are in Kalamat :
Bilad kazmel de talayi ret
Dhire sath ek-bad daksina
He'ír se al-najmayi qubba
Tum-e apatya spasel tum-e farman
Tum-a kod jiyan dar ham-e qalb
Tum-a kod qara'a meṁ ham-e ruh
Tum ar jamil aur muzdahir
Ana-e moledet ya, ana-e matr dar kod ana yú'min, Deerham al-Serefli'el
Tum-e kaiderim, Majid Deerham ya, jiyan mem al-yadim de tum-e apatya,
Mem ham-e kartyoṁ aur ham-e ikhlas.
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Asman kazmel de blátin najmatat
Qada se al-samtara'siy tishk
Hama se al-nirdaya tibbayim
Tum-e apatya irtaf'a mem eme registan bo'er
Tum-a kod hovil ham-e husalim
Tum-a kod ezrá ham-e ma'avákim
Tum ar degeril aur shasri
Ana-e moledet ya, ana-e malkta dar kod ana hikdísh, Deerham al-Nazerli'el
Majd, fakhr, Deerham aur ana-e hashmetim ke li'e
Tum-e misaj, Deerham al-Askeri'el, gereftan mish ham-e ruhim,
Chimki dar al-qalb de tum-e apatya, sirf aman rahate.
Equestrian translation :
Land made of golden sands,
Rocked by a southern wind.
Illuminated by the starry dome.
Thy offspring wait for thy command.
Thee that livest within our hearts.
Thee which readest into our souls.
Thou art beauteous and prosperous.
Oh my homeland, my mother in whom I believe, Deerham the Honoured one.
Thy precepts, O majestic Deerham, liveth in the memory of thy children,
In our acts and our devotion.
Sky made of platinum stars.
Guided by the zenithal rays.
Protected from bloodstained dunes.
Thy children stand in the burning desert.
Thee that leadest our hopes.
Thee which aidest our battles.
Thou art worthy and erudite.
O my homeland, my queen, in whom I am devoted, Deerham the Victorious one
Glory, pride, for Deerham and Our Majesties sake.
Thy sign, Oh Deerham the Warmonger, no more gripeth our souls
Forwhy in thy children's hearts, only the peace resides
9 - History
- Exodus -
If Deerham exists since four centuries, its story is earlier. There is 1019 year ago, in 981 some years before the imprisonment of Discord, the first nomads settled in the region of Semite, in the eastern part of the Muudi Desert. They were people from Cervida which have fled the Discord's influence. At this time, Camelu and Zavros were not founded yet, "Camelu" was nomadic tribes and Zavros some tribal villages.
The Oasis region was under the control of a kingdom called Akhzum , which included Aamina, Baqi, and Zevera. When the Deeraim' ancestors (the Bucktiari) came to the region, they were attacked by Akhzum and forced to move into the southern region, in the frontier of another entity : the Emirate of Nechor.
The Bucktiari were also attacked by the Emirate. Pissed off the tribes took up arms and faced the opposing force, using techniques learned in Concordia. Surprised and impressed by their fighting skills, the Prince Regent of the Emirate, the Amir Kermes IInd, begged their pardon for his lack of courtesy and offered them to reside in his princedom. The Bucktiari now had a place to live, and in return they shared their knowledges and talents of combat. Helping the Amir to takes control of the region.
During a century they lived into a little village in the fringe of the capital. At this time the Bucktiari tribe counted over 500 individuals. But in 1170, a pandemic stroke Nechor and the Kingdom fell. Only the Bucktiari survived due to the fact that they were from another country and had a different biology which immunized them.
Afraid by this event, the Bucktiari wanted to leave the place but some members wanted to stay here. Then the tribes were divided: the Bucktiari which joined back an ally nation : the Caliphate of Theslamane. And those which stayed and took possession of Nechor's ruins, calling themselves the "Mehtar".
The Bucktiari were welcomed by the Calif which gave them a fief, the "Agdil dominion" and helped the Calif like for the Amir Kermes IInd.
The Mehtar choose to stay in the devastated capital of Nechor, and settled their camp. Centuries passed and the late kingdom of Nechor became "Hadalqim" and the king Cyphêl of Hadalqim attacked Akhzum weakened by the time and a bad management of the Kingdom. Without difficulties he annexed Akhzum and next the Caliphate. But Hadalqim was weakened by its previous battles. Then Theslamane, even if less seized and powerful, succeed to stand up. For the next 20 years, no one can take advantage.
One day a mystic camel took audience with Cyphêl and the Camel proposed to teach him a spell, a spell which can ends the war. This spell was called "Fulmination". And it ended the war… in destroying the two realms. A trap, or a too power spell ? Nopony know, but the Bucktiari from Agdil blamed the Mehtar for this situation. After what they emigrated together but inner conflicts occurred and dispersed them.
Tribal Wars : 1573 - The Medjai-yadin, Karkadann and Hostilities
In 1573, the region of Semite was out of rulers and only formed of tribes: The Bucktiari (Buck), the Mehtar (Deer), the Orakh (Oryx), Jámalengar (Camel) and a mysterious one called "Saheri" (Unicorn). Camelu and Zavros were founded many centuries ago when they left the Protectorate of Equestria. But some conflicts of identity and stability made fled some peoples from these countries which became an ethnic group later known as the "Medjai".
The Bucktiari settled their camp in the actual Sams'ayyil village, the Mehtar in the actual Deerham and the Jámalengar at "Camel Mushait", the principal city of this region.
The Saheri, or "Karkadann", a tribe of sand unicorns lived in the southern frontier of Semite. Nobody knew where they came from. Maybe a group of banned unicorns from Equestria. But they had the abilities of use magic and with this they built a whole complex, big as a city, where magical experiences and artifact's crafting were done. The Saheri used of their mystic knowledges to modify their organisms, to be able to live in this rude region (their horns were slightly different than the standard unicorns: Higher and sharped). The others tribes called them the "Karkadann", "Lords of the Desert".
Despite their powerful magic, this ethnic stayed relatively peaceful all the time. Using power only if they were bothered.
The Medjai-yadin were emigrates from Camelu and Zavros. In the number of 200 individuals, they were attacked by others tribes forcing them to advance deeply in the land. And during their roaming, this group was partially decimated and only 50 peoples survived and settled themselves in neutral ground. But In spite of being pacifist, they were attacked by the "El-Qatil", a group of outlaws which protected the region against outsiders. In this raid, only 13 young deers, survived. Without any adults to rose them, their only chance to survive was to become what others was not: Shadows (Medjai). These 13 deers became mercenaries, tomb keepers or even spies, and with time and their exploits, the Medjai became very famous and dreaded warriors with the objective to take revenge of the El-Qatil.
Time passed, and some years later, in 1581, the tension between Bucktiari and Mehtar growled. The Bucktiari still reproached the Mehtar's ancestors to have destroyed their home (Agdil) four-hundred years ago (Fulmination Incident). Mehtar, fearing an attack from the Bucktiari, formed within them a little army. Having heard the news and fearing also a raid from the Mehtar, the Bucktiari hired the Medjai with who they had a friendly bond, for their protection. The twin tribes (Mehtar and Bucktiari) were laid on a strategic point. A strategic point wanted by the Orakh.
So, Orakh which was “ally” of Mehtar, handled them in giving soldiers to the Mehtar's army and settle their scores with Bucktiari. Thus the hostilities started, but Bucktiari, although pacifist were a tribe of warriors. And with the support of the Medjai, they repelled and defeated the Mehtar's army. Understanding the situation, the Orakh hurried to attack weakened Mehtar and took their territory.
Homeless and weakened, the Mehtar had no others choices than leave. And this is where the story of Deerham’s foundation differed...
The currently accepted version, and official was that The Mehtar roamed for many years before settling in a remote place. But one day, they found a wounded deer and healed him with the few resources they possessed. The deer presented himself under the name of Herschel and in appreciation decided to help them: He recaptured the former territory of the Mehtar, and forced the Orakh to make peace and helping them in founding a citadel. Then Herschel let his daughter, Ayalah, lead the Mehtar and after that, Herschel disappeared. It was his daughter which took a unique initiative: bringing together the various leaders and negotiate with them. Finally, after several days of negotiation and peace, the various tribes were united, and helped to build a village around the fortress.
The village became a town and the fortress, useless because the city and his people become peaceful, turned into a palace. It is at the death of Ayalah, that the city was called "Deerham". Over the years, the city attracted some peaceful emigrants which formed a city-state devoted to diplomacy, and populated by deer and camels.
However the true story is less vague:
Tribal Wars : 1582 - Bucktiari vs Orakh
In 1582 the Bucktiari were in conflict with the Orakh. The reason? They didn't liked the betrayal of the Orakh which encouraged the Mehtar to attack them to take their territory. Even in war, Bucktiari and Mehtar were still kin. During this time Mehtar tried to settle their nomad camps and to stay out of the conflicts. But the instability of their land and the many attacks of the outlaws let them defenseless. Khamaseen, the head of the tribe, then, decided to ask help to the Saheri. They were a tribe of mystics (Saheri mean "Wizards/Magi") and Khamaseen owned a magical scroll found and preserved by his ancestors: A spell named Fulmination. Of course Khamaseen knew what it was, but he was no able to use it. Then he took audience… without success. And after three others tries, Osthanes the chief of the Karkadann accepted to receive him.
This group was Canterlot's mages which crafted a magical weapon for destroying Equestria and take revenge on Celestia which banned them. Khamaseen proposed to them the spell Fulmination in exchange of their protection and a safe place for the Mehtar. Osthanes accepted: With the others unicorns he build a citadel for the Mehtar in less than one day. And for the protection they accepted also to use their magic… but it was just a pretext for them, for testing their new spells: the Secular Arcanum. The Mehtar had their place and the Saheri a testing ground
.
Day later the Saheri were nearly to finish the weapon, but they failed. Apparently it has been sabotaged by one of them, a "Mysterious and one-eyed Karkadann", called Shazadeh, and the Saheri disappeared with their city. Creating a cataclysm which affected the entire region.
Tribal Wars : 1591 Part 1 - Adir and the Chiefs of Tribes
In 1591 the situation was… catastrophic. Some people were able to use magic due to the cataclysm's side effects and they were hired by the different tribes which wanted to take control of the region. The citadel of the Mehtar became a powerful fortress and able to stands against daily attacks. The city of Camel Mushait became a partially ghost town habited by thieves, hoodlums and outlaws, but also runaways and emigrates.
The Bucktiari, with most of the magic users, became a powerful and influent tribe. Calling their village Shams'ayyil they were the first foe of the Orakh and the Methar. But also the protector of the camels' tribe : Jámalengar. Which were just merchants. Orakh succeeded to obtain help from Zavros and to own a large army. The Medjai, in the number of ten, stayed in the side of the Bucktiari and protected their "king", the "Chief" of the region, the Sheikh Sadalmelik. This Sheikh sought to change the region of Semite into a realm, his realm, and the Medjai were his protectors, elite soldiers. Bringing peace through the war.
At the citadel, a soldier stood out by his thoughts and his battle skills. This Stag's name was "Adir", a 24 year old nomad from an unknown clan. His was a young tactician that the family has been victim of the territory war, and thought that the people shall never go forward if their chiefs stayed in their scores. This spirit pleased to the “Sirdar”, the military commander of the citadel: A time of peace, as in the tales. Then he was presented to the Chief of the citadel: The Pasha Khamaseen. Adir was different of the others soldiers, and Khamaseen noticed it. Then he made Adir his Sharif, a kind of military emissary and right-hand man. Few times later, Adir wanted to chat with the Sheikh of Shams’ayyil, but Sadalmelik was not a brutish, and attacked only if he had a reason. And this reason, Adir sought it. The Sirdar thought that a lightning raid on the village to force the Sheikh to counterattacking. But this solution did not satisfy Adir which find it too risky, and against his ideology, because it could aggravate the situation. Then he proposed to the Pasha to disclose a rumor : that the Pasha was dead, and the citadel weakened.
This feint was based on the idea that Bucktiari would take the opportunity to siege the fortress... and if it was not them, then it could be another tribe. In any case he could talk to their chiefs.
Sadalmelik fell into the trap, as planned. The spellcasters of Shams’ayyil attacked the citadel however Sadalmelik stayed in his village protected by the Medjai. Then Adir left discretely the citadel, and enter in the Sheikh’s village for persuade the king to cease hostilities with other tribes. But he had to face the Medjai, and although he managed to beat four of them in a duel, he was captured. But during his capture, some squadrons of the Orakh attacked the village. At this occasion, Adir begged to the Medjai to let him help the village. In the attack, Adir showed some battle skills and with the help of the Medjai succeeded to decimate the Orakh's squadron. And eared about an attack of the Orakh on the Citadel.
Meanwhile, the "weakened" citadel held out but the army of Sheikh was sandwiched by the Orakh which took advantage of the situation in taking part to the hostilities and weaken Shams'ayyil.
Adir came back in time in the citadel, and see the cunning manoeuvre of the Orakh. This was not fair play, but he had to admit this was well-played. This Orakh's manoeuvre gave to the Tactician an idea and it could help him to his aim: Then he returned in the fortress and proposed to the Pasha to let enter the mages and to make them safety. Khamaseen hesitated and finally accepted the plan.
The doors were open and the mages didn't had other choice than enter to save their lives. The idea of Adir was to save the Bucktiari's soldiers for reinforcing the relation between Khamaseen and Sadalmelik, to show another image of the Mehtar and that Sadalmelik had a debt toward them.
After this, the citadel's troops attacked the assailants which were confuse, partially decimated and obligated to withdraw.
Few times after this, the Sheikh Sadalmelik came to the citadel for parley. He was a deer of honour and after a supper with his "cousin" Khamaseen, he thanked them, accepted a compromise of non-aggression, but not the peace, and not the protection of the Mehtar. Sadalmelik returned in his dominion.
Tribal Wars : 1591 Part 2 - Adir vs Iwula
The chief of the Orakh passed away, and the King of Zavros choose one of his more skilled lieutenant, Iwula ka T'äbib, eo take the head of his extraterritorial dominion. Iwula was a good leader of men, but the problem was that his army was reduced… then he taken the outlaws city of Camel Musait and hired mercenaries, cut-throats, and all which were able to fight, and take them in his army. Those which refused were summarily executed. This, his power and his oratory succeeded to keep a "united" army : The cut-throat became a troupe of secret enforcers, the thieves were spies, the mercenaries the "elite soldiers", and the others the "cannon fodder", whilst the King's soldiers where the protector of Iwula.
The citadel was informed of this event, and Adir decided to made some traps and strategies for their security. Iwula was also a strategist, and heard about this stag, Adir. And his first manoeuvre was to send the "cannon fodder" for detect the traps and foiling the strategies of Adir. By these actions, Iwula was able to understand the way of thinking, and knowledge of Adir. After several weeks of confrontations, the Mehtar and the Orakh were at the same point… at the exception that the army of Iwula started to be "disunited". Iwula knew it, and choose to risk everything with his last plan: First he needed the strategic point that represented Shams'ayyil. This was a well-defended place, and a frontal attack was not the solution. Someone, a deer, a mercenary called "Saebar", proposed to do a rumour : "the citadel is weakened and a whole army of Iwula besieged the place." For make it realistic, Iwula sent an army of undesirables as cannon folder. While the spy inside Shams'ayyil spread this false information.
This rumour came to the ears of the Sheikh, which was suspicious about it. But the information he received by the Iwula's spy, let him no choices. Then he sent an army fight the Orakh, and thus help Mehtar and honour his debt. But his information were false, and during this time a squadron of enforcers leaded by Saebar besieged the village. The Medjai succeeded to protect the village, but Saebar managed to face Sadalbari and the Medjai. In fact, Saebar was a Medjai supposed to be dead, a former teammate and friends of the others Medjai. And another Medjai came to assist Saebar, this Medjai was the spy of Iwula.
They were strong and able to fight neck and neck with the others, but despite it, the two "traitors" were defeated and dies from their injuries after a long duel at 2 vs 4. The others enforcers were also defeated by the others Medjai and the Jámalengar decided to take their city back. Camel Mushait empty of its outlaws which had joined the Iwula's army and although the Jámalengar were not fighters, they took arms and attacked the city, protected by some troops. During the battle, the Jámalengar showed innate ability for fighting. This victory strengthened the Jámalengar... and thus a new faction entered into the battle.
Tribal Wars : 1597 - Orakh vs Citadel and Shams'ayyil
The current situation was this one:
Camel Mushait (Jámalengar) used their resources to make a blockade against Iwula and Mehtar.
Shams'ayyil (Bucktiari) stood back, but had passed an agreement with Camel Mushait, now ally.
The citadel (Mehtar) continued to weaken Iwula with hit-and-run actions.
The Orakh were in lack of army, and only the strategic plans of Iwula kept them sufficiently powerful. But his army became very instable and his only chance was to use magic tricks. Then he heard the story of the Karkadann, their city. Iwula went in expedition into the ancient ruins for seeking artifacts that he could use. Adir was informed of this action, and choose to go too and obstruct Iwula. Into the ruins a duel began between Iwula and Adir and their expedition corps. During the fight, Adir was wounded to the face and Iwula flew away with an artifact.
Disfigured, the deer went back to the citadel, to be healed. For having saved his village many years ago, Sadalmelik sent his best medecinedeer for Adir. Whilst, Iwula used his new artefact, the "Ring of Covenant" for controlling and strengthen his army.
Tribal Wars : 1600 - Final Battle and Unification
Three years later Iwula increase his raids against the citadel, but also Camel Mushait and Shams'ayyil. Adir succeeded to foil most of the Oryx's strategies, but the blockade of the Camel and the unceasing raids putted the Mehtar on the spot. Adir choose then to pay Iwula a visit for finding a common ground… Adir was captured and imprisoned. The Mehtar refused to negotiate his liberation and to scarifying themselves for him. Adir stayed a couple of days, before use his talents to feign the weakening. The executioners lead him for being executed… but Adir stopped his simulation and flew away, out of the Orakh's camp. Iwula knew that Adir could not return to the citadel, or toward Camel Mesait and Sham'ayyil, then the Orakh taken another prisoner and executed him and told it was Adir.
Hearing about his "death", Adir roamed in the Lost Sand until been found by a mysterious deer. He used the false name of "Shazadeh", and he presented himself as a wandering tactician and an immortal mystic. He proposed to Adir to teach him magic and to give him an "army" in order to take revenge.
Some mounts later, Adir returned to the Semite region and, with an army formed with the best warriors of all the minor clans. His first action was to give a lesson about "friendship and comradeship" to the Pasha Khamaseen. He used his magic, taken the citadel easily, and its control. His next action was to annexing Shams'ayyil… and he succeeded. The two cousins, the Sheikh Sadalmelik and the Pasha Khamaseen, were now lieutenants of Adir which taken also Camel Musait and its head, Qarmathian. Adir used the different capacities of his "soldiers" to make specific and plurivalente military corps.
Despite this situation, Iwula were confident on his artifact and rise up his army. Nevertheless he demanded to his king to send him other soldiers for assist this army. Till then he faced the "Adir's army" and the final battle started. Despite the good manoeuvres of Adir, he was not a general, and he preferred to lead his "lieutenants" (the tribes' chiefs) which were warlords, manage their own armies. The chiefs were forced to band together for stand against the Orakh's army.
The battle was quite violent and the artifact of Iwula made his army powerful, but the artifact was too much used and lost all its energy… with this, the army formed of outlaws and criminals was decimated and only the Oryx's army survived. Iwula received also a message from his king… which considered this territory campaign as a failure, refusing to send other troops and ordered Iwula to return in Zavros for being judged.
Homeless, abandoned by his ruler and with a little army, Iwula gave up and offered his life if they let his army in peace and allowed his soldiers to come back home.
Suddenly, "Shazadeh" appeared and proposed another idea: the Mehtar, Bucktiari, Jámalengar and the Orakh make peace and become one. The Semite region could be a nation where all tribes live and the citadel, the capital. Adir agreed because it was his ideology, but the three chiefs (Pasha Khamaseen/ Sheikh Sadalmelik/ Effendi Qarmathian) disagreed; and Iwula had no comment.
Then, Shazadeh proposed to the three chiefs to face him. If he won the duel, he will choose the "rules", if he loses; the one who beats him will choose the future of the region.
Iwula thought it was a good occasion for him. Then he was the first to defy Shazadeh… Iwula lose. The three others chiefs knew that Shazadeh was someone very unusual. Then the three chiefs fought together the Deer, helped by Iwula. They failed. Finally it was Adir which taken over for the fight. The duel was longer and, during the fight, the four rulers were impressed by the capacities of Adir. Once the time came, Shazadeh let his "pupil" win.
The four chiefs was not dupe… but even if the duel was fiddled, the competences of Adir were real, and they claimed him winner.
Adir taken the following decisions: The Mehtar, Bucktiari, Jámalengar and Orakh must to make peace. The region will be a nation and the citadel will become the capital of this new country. But now, they needed a king, a ruler. Adir refused to be the ruler, because he was not able to be this. Instead he proposed that the chief of the Bucktiari, Sadalmelik become the first ruler. "King" was not an acceptable title, and then they used "Reis" which mean "Leader" or "Sovereign". Khamaseen ranted to let his citadel to the Bucktiari… but it was fair enough because he had abandoned Adir after-all. Despite it, Sadalmelik preferred forget his rancour and to accepted the Mehtar as members of his family. The Jámalengar keep their city.
Adir proposed also to the Orakh to stay live in this new nation. They accepted.
In the night, the tribes' chiefs signed a peace treaty, and under a tree which was still upright, the Orakh made an oath with Adir, and Iwula swore to give his help and his knowledge for the future of Deerham.
Shazadeh turned himself into a Unicorn, and presented himself as "Herschel Alamir", and gave the spells he had stolen to the Sahir two decades ago. This scroll became the Deerham's Secular Arcanum and proposed to the chiefs to rewrite their past and disappeared in a seal of light. With time the citadel evolved and the rules were written and since this time, Deerham stay out of war and preferred non-violence.
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10 - Notable Personalities of Semite.
-- Unicorn --
Icarim Hierophos, known as "Osthanes" - 1527-1582 p.c
Head of the Hirophos family, he was a significant member of the Starwhirl Academy. Albeit he was a Pegasus, he had great knowledges about magic and scientific domains. He worked with other mages from Canterlot in a possibility to grant magic to the non-unicorns and doggedly he became a mage of Celestia's court. His son, Phoebus, was his first subject and since his son's foalhood he did many experiences on him. But Icarim was denounced and Celestia looked after Phoebus. Forced to stop his activities and magical researches, he tried to continue the experience with his team, but, totally busted, he was banned of Equestria with his mate and his team. During their roaming, his mate died, and Icarim swore to have his revenge. Finally the mages found a distant region to make their experiences. Next to an experience Icarim and his team became a new type of unicorns the "Karkadann" and made a magical weapon for destroying Equestria. But the weapon was sabotaged and Icharim was annihilated with his works.
He's the real creator of the Deerham Secular Arcanum.
Lord Herschel of Alamir, known as "Shazadeh az Javidan" - 1368 (?) p.c – still alive
Immortal prime minister of Celestia, he was the one which discovered the Icarim's mistreatments on his son. Since the banishment of Icarim, he took an interest to him. And when he got wind about the mages' project to destroying Equestria. He played the secret agent in joined them and sabotaged the weapon, before disappearing with their magical spells researches: The Deerham Secular Arcanum. After what he returned in Equestria, and came back in the Semite region twenty years later in using Adir in the purpose to found his own nation, Deerham.
-- Deer --
Addiyr Salah'ud-Din al-Yekéti'el, known as "Adir the Unifier" – 1567 – 1604 p.c
The clan of Adir was one of those which lived into one of the many tribes of Semite. His grandfather was a tactician and conveyed to him his knowledge. His calfhood was rather quiet on he was raised in a folkloric atmosphere. When he was older he became a mercenary in the purpose to be renamed and bring stability and safety to his clan. But his actions changed nothing and his tribe was accidentally attacked by the "El-Qatil" handled by one of the former employer of Adir, in revenge. Adir was blamed for this raid, and after this event he decided to leave his village to find someone which was able to bring peace. The Mehtar looked for new recruits as help in the citadel and after months of roaming, Adir enlisted in the Mehtar, thinking it could be a good chance to have a military formation and win in power. After the foundation of Deerham, Adir was claimed as a hero and a manor was built for him. He spent the following years in protecting Deerham and its frontiers. But knowing he was sick, Adir choose to spend the rest of his time in his tribe and write his memories and a war and strategy treaty (in co-writing with Iwula), before resting in peace.
Aryash min Shair – 1668 – 1742 p.c
Reviewer and poetess, Aryash studied in the Academy of Deerham, although she lived at Camel Mushait. Brilliant student, she mastered the Kalamat, the Deerhai and the Equestrian when she was a teenager. She joined the Guild of Bards and became the first female minstrel.
Aryash took a trip in Equestria and in this country she discovery another type of literature : the poetry. Fascinated by this art, she brought back some books in Deerham and translated them. Aryash became quite popular and famous in the region, and one day the Reis asked her to write an anthem for Deerham. Thus "Praises of Deerham" was written. After it, she gave some lessons at the academy and when she was older, she started to record the history and tales of Deerham and the region. Her fist and most famous work: the translated anthology of poetry was the first and rarest book of the library of Deerham.
Pasha Khamaseen el-Gadirh – 1554 – 1640 p.c
When he was a teenager, he showed great skills in the fighting arts and also an interest for history, and notably the time when his ancestors lived in peace. But the situation was too chaotic and inauspicious for peace. He was the favourite pupil of the Sheikh of the Mehtar. And when this one died, Khamaseen was chosen to take his place, but someone contested this decision and confronted Khamaseen in a duel. He won and took the head of the clan in the age of 17 years. He was strong but also able to find skilled people. When the citadel was built he received the title of Pasha. After the foundation of Deerham he took the place of Great-Intendant, a kind of prime minister.
Seik Sadalmelik min Bucktiari, known as "Sadalmelik Ist the Wise" – 1551 – 1632 p.c
Born inside the warrior tribe of Bucktiari, he was trained in the battle arts since his calfhood in the aim to be a great warrior as his parents. However he preferred to studies philosophy and science. But these works was hard to find in the region, and he ran away in a neighbouring nation for have some. Here he meted a stargazer and wise camel, a mystic which taught him philosophy, astronomy but also some forgotten knowledges. After it he returned to his tribe, extolling the virtue of non-violence. But the village was attacked by a rival tribe: his father was captured and his mother injured. With no others choices he took arms and saved his fathers. Between the two of them they decimated 80% of the foe warriors. After this victory, Sadalmelik continued to train himself to the battle art. With years he becomes the Sheikh of the village. At his coronation his proposed to the nine Medjai to became his personal guards : the nine first members of the Javidan.
-- Camel --
Hask-Magus Gereft Efsunlar, known as "The Arcanist" – 1613 – 1781 p.c
Astrologer, librarian, philosopher, spellcaster and scholar. Gereft was the founder of the Tower of Arcana, the Observatory and the Public Library. Dromedary native of Camelu, from an erudite mother. He received a good education and followed his father which was a rich merchant. One day, Gereth decided to take a trip around the world and through the years he visited many places and saw a lot of cultures. He passed 10 years to acquiring knowledges of most of the countries he visited. But his parents passed away, and Gereft received a great wealth that he didn't know what to do with. He stayed some time in Baqi, before preferring to do a meditating journey. Suring the trip he resided a time in the Himallama, living as an anchorite. And one day, he met a mystical Camel which taught him magic and how to extend his lifetime. While returning from his trip, he found a sense of his life. In Camelu he tried to teach some magical knowledge, but it didn't please to the government which chased him out of the city. Then he took his fortune and heard about Deerham, a new nation. Trying his luck in this city, he saw they don't had any school or library, but instead a good "background" and culture. He stayed some mouths on the city, teaching magic, astomancy and philosophy to those who wanted to learn. He was successful with his courts and decided to reside here and share his knowledge with deeraim scholars which, in return, shared their magic knowledges (Deerham's Secular Arcanum), a magic that even Gereth didn't knew. He helped also in the construction of an academy where he taught as one the first teachers. After this and with years, he built the Observatory for helped Deerham to exploitation of their astral knowledges. He made built the library and gave them some books and to finish he was the first "Sage" of the Tower of Arcana in keeping the Deerham Secular Arcanum. At the end of his life he tried to expend his lifetime with magic, in the aim to continue his researches. But he failed and, near of the death, he did a last magic show before turning to dust in Public Square. He let for Deerham some of his written works (exposed in the Library) and in exchange, they build a statue in his honour.
Qarmatian Khal'adhul il-Jámalengar - 1560 - 1653
Qarmatian was the son of a Camelu's military lieutenant. But he didn't receive any formation due to his weak constitution. Instead he studied the commercialism and was quite skilled with numbers. His mother was from a Sandlander tribe called "Jámalengar" and when his father was arrested by Camelu with his general for conspiracy, Qarmatian and his mother didn't had other choices than leave Camelu for their security. They planned to stay in the Jámalengar until his father was free… but this one died in jail and his house was destroyed. Homeless, Qarmathian and his mother had no more reason to return in Camelu. In this tribe of camels, the inhabitants were peaceful apothecary or merchant and few were true warriors. Qarmathian learned more than he taught. He became a great "business man" and made trades with others tribes. His situation, ideas and deeds putted him in the head of the tribe. After the unification, he took care of the trade between Deerham and neighbour nations and when Sadalmelik passed away, he was one of the teacher of the new Reis and also the governor of Camel Mushait.
-- Oryx --
Iwula ka T'äbib – 1563 – 1612 p.c
Orphan born in Zavros, raised by a scholar. He joined at a very early age the army of the King by patriotism. Since the age of 13 years he received a harsh military training and was several time at the verge of death. But despite it, his battle skills were a lame and his way of thinking not in adequacy with the others, and was then forced to leave the army. He returned at his foster father and this one was in discussion with a high-ranked military. A strategist interested by the observations and thinking of Iwula. He proposed him to become his pupil. Instead a battle formation he learned strategy and, even not the best, was quite good. The strategist took Iwula what him in his mission, showing him his task. Whoever during one these battles the strategist was seriously injured and Iwula was forced to completing the manoeuvre. Thanks to his knowledge and some improvisations, he succeeded to won the battle. The King got wind of it, and made Iwula is official strategist. After this he won other battles and offered his wages to his orphanage, to help them. Years later he was sent in the Semite region for continuing the extra-territory campaign, the annexation of Semite. He was welcomed as a hero by the soldiers. But as he thought, his task was harder than promised: He didn't have the advantage of the ground, a great army plus his knowledges on the region were erroneous. The tribal chiefs were warriors and skilled. But despite it, Iwula succeeded to level playing field with them and even if he was obliged to be flinty for the good of the campaign and his army, he stayed a valorous general which wanted to make this senseless campaign end for that everybody can return at home. After the foundation of Deerham he received the title of "Faujdar" and had the mission to keep the stability of the land and with other countries. He spent his time to serve Deerham and to assuring the Orakh's integration. One day the king of Zavros died and another took his place. Iwula thought it was a good occasion to explain the situation to the king, and to visit his orphanage. The night after his royal audience, he was found dead, surely assassinated, in the porch of the orphanage, a smile on his face.
Naziris ibn-Ratzákh'ayal, known as "The Phantom of Herschel Square" – 1782 – 1817 p.c
The infamous criminal from Deerham. Nothing is known about his calfhood, just that he was an orphan and member of the Amvatzill, a clandestine cult. This oryx was known for the demise of many peoples in a public place with an unknown spell. He was directly arrested but succeeded to escape himself into the desert. He was injured but, in ancient ruins, he made a pact with a dark entity which gave him power such teleportation, magic skills, power up etc. What his new powers he enter to the Palace and assassinate the Reis, the Judge and others peoples before provoking chaos and disappearing. A new Reis was choose and this one fired the Javidan for their "incompetence" and took other guards for his protection. Sahel, the young son of the assassinated Reis, decided to chase the Phantom and begged help toward the fired members of the Javidan. They accepted, but Sahel was captured by the Phantom. The Javidan pursued him and finished by found him. A fight between the nine Javidan and the Phantom started. After a hard battle they defeated the evil spirit which possessed Naziris, while this one had his soul attacked by the ghosts of his victims. This was the worst and darkest event of Deerham which left an indelible shadow on the place.