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SANDS
OF
MALHAABI

📖...BACK-COVER SUMMARY... 📖

Set in an Arabian Fantasy to the year 1600. Deep in the desert is a mystical Palace built along the waters of an oasis. Among its shimmering pavilions and palm tree gardens, the magic of the water brings forbidden dreams and hidden fantasies to life... There lies Maalhabi, a name said in whispers, a place of magic, a place of mystery, and a place of unnatural powers. It was built long ago by a mystical Wali named Azizur as a refuge of pleasures for his followers. Visited by those who know of it, emirs and Princes, artisans and dancers, vagabonds and peddlers, anyone that has untold wants will find their way to the marbled halls of Maalhabi, yet there holds more behind the pillars and curtains. Unbeknownst to most common travelers, Azizur has long lead a cult of warriors who use a sacred magic for their craft. They are known as the Muqaladin, the imitators, and practice a magic that simulates the powers of magical beings, known as the, 'tariqat almuhaka'. With this magic they can accomplish many things, and while many who know of them fear their name, others seek the order to see their wishes made true. These wandering souls are guided to Maalhabi either by will or by fate, and among the ivory columns and golden domes of this magic sanctum, their journeys shall begin.

📖...WORLD KEY NOTES... 📖

• Heavily influenced on exotic, Fantasy, Arabian Night harem themes!
• Mythical Creatures of Arabic mythos, Islamic mysticism, Persian mythology, and pan-Semitic folklore are canon to this Book World!
   ↳  Allowed to be played, see ahead for more information!
• Open sexual themes are very much welcomed!

          📖...FACTION: THE MUQALADIN... 📖

(✰ Completely Optional! You can easily be non-associated with this order and play as a Guest or Guardsmen instead! ✰)

In the tariqat almuhaka, one is taught the way in which the powers of magical creatures can be imitated. First the mythical being must be either captured or enticed into cooperation, then the Muqaladin unlocks their magical powers through intense and sometimes intimate sessions of training. Then the magic user harnesses the ability to imitate the creature’s power and can even imitate the creature’s form, transforming themselves into the visage of a mighty mythical being. There is no better place to serve as their sanctum than the oasis of Maalhabi, hidden among the desert sands, whose sacred waters hold ethereal elements that bring souls together. From this sanctum the Muqalidin operate, searching the lands for great mythic creatures of both light and darkness, learning their secrets, and using their powers for mysterious goals. Yet... Power comes at a great cost. Their abilities and expertise are valued, but, among their four Sects, the Muqaladin are often denounced as heretics past the outside world viewing them with apprehension and curiosity.

       ✰ RESTRICTIONS FOR MUQALADIN ✰
Where other intelligent Monster / Djinn races may enlist and join the Order of the Muqaladin, Humans are the only race that may learn to harness the power of the Tariqat Almuhaka. Due to Humans having the, 'fahum' (understanding) Djinn and others cannot due to harnessing their own powers naturally.

       ✰ FOUR SECTS OF THE MUQALADIN ✰

Loyalty displayed through badges along their uniforms, all of the Muqaladin Sects split off from the original Muqaladin practices. Each Sect has its own view of the Order’s calling, yet they continue to work together to strive forward. The Muqaladin believe that all creatures that live in this world do so by the will of God (Allah), and so all creatures must be granted a chance to serve god’s purpose... These Sects disagree on what God’s purpose entails.

Alnusur: The color of red, their symbol is the mighty Roc! These Muqaladin are very brave and proud, housing a strong sense of honor. This honor translates into how they face beasts, they see them as opponents worthy of their respect.

Althaeabin: The color of green, their symbol is of the Falak Serpent! Sorcerers and scholars, they seek knowledge at any cost, and see magical creatures as subjects to be contained and studied.

Aldhiyaab: The color of purple and the symbol of Simurgh! Scouts and explorers, they seek the mysteries of the world, and believe no stone should be left unturned. They view mythical creatures as comrades and companions with which they can tame the world.

Althiyran: The color of gold and the symbol of the Cosmic Bull! Healer and providers. They nourish and tend to the sick and wounded, and will welcome any wayward creature even at their own peril.

           ✰ ORDER OF THE MUQALADIN ✰

The Order has maintained itself through many generations by maintaining a specific system of class and rank.

• The Wali: The order follows a hierarchy, at the top is the Wali, the grandmaster, holder of all secrets and knowledge. It is the wali who determines the path that the order follows and at times will summon members for special missions. 
• The Da’i: Elite masters of the tariqat almuhaka, da’i are teachers, commanders, and elite agents of the muqaladin. 
• The Rafiq: Honored companions of the muqalidin, some of them magical beings who have voluntarily offered their great powers. Others are friends of the muqalidin, or visitors seeking the aid of the order. 
• The Talib: Agents of the muqalidin who are in training, they seek to form bonds with magical beings in order to enhance their own abilities and better serve the order.
The Tabi: Captives of the order, either servants or captured mythical creatures. Often tabi are both, being mythical creatures who now serve at the palace of Maalhabi.

📖...BOOK WORLD RACES... 📖

✰ Humans, Furry Races, and ALL Arabian Mythos Welcomed ✰

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HUMAN: Coming from many different lands, traveling through the vast, expansive deserts, Humans pursue adventure, love, and passion.

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WAHASHA: Beastmen from many different walks of life and lands of far and wide. Anthropomorphic people, the Wahasha ('Beast' in Arabic) with their increase of numbers across the deserts have become well known and accepted among the cities and oasis of Malhaabi.

DJINN: Ancient beings from times before Human-kind of primordial times. Shapeshifts, wish granters, and dreamweavers the magic of the Djinn permeate in the desert sands where wishes and dreams become true.

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📖...PLAYABLE MYTHICAL BEINGS... 📖

(✰ The following are mythical beings appropriate for Maalhabi, pulled from Islamic mysticism, Persian mythology, and pan-Semitic folklore, allowed to being played as Player Characters via Djinn! ✰)

Ahura: Divine spirits of light, protectors and defenders of Humanity; also known as Ahuranis. Their enemies are the Daevas, evil spirits of darkness.
Al (Hal): Nocturnal predator demons who fed on newborns and could harm or kill women in late-stage pregnancies. They were depicted as old women with long, stringy hair, sharp teeth, and talons. They were a specific type of a larger group of nocturnal predator demons known as Umm Naush.
Daeva: Mostly male Demons who spread lies and disorder in the world. They are the sworn enemies of all that is good and work closely with the Drujs who are mostly female Demons.
Dev: demon of war and the terror of war, one of the most powerful daevas, completely lacking in morality or compassion.
Djinn (D’jin, Jinn): Supernatural entities, neither immortal nor Human spirits, who are better known as Genies. They were neutral in the war between the forces of Good and those of Evil and based their actions on circumstance rather than ideology. When a Human encountered a Djinn, the entity might grant the person's wishes or trick them at the last moment.
Druj: Female Demons who are the personification of lies and deceit.
Ifrit: Demonic equivalent of a fury. Ifrit are demons of rage, chaos, hatred and destruction.
Ghūl (Ghoul): Demonic being believed to inhabit burial grounds and other deserted places. In ancient Arabic folklore, ghūls belonged to a diabolic class of Djinn (spirits) and were said to be the offspring of Iblīs, the prince of darkness.
Simurgh: Large bird with the head of a dog, the tail of a peacock and the claws of a lion. Sometimes it has a Human head, instead. Regardless, the creature is usually portrayed as a friendly and benevolent being.
Khrafstra: Evil demons who manifest themselves physically in the form of frogs, lizards, wasps, annoying insects such as stinging ants, and beasts of prey. They were invisible unless they wanted to be seen. The Al (Hal) is the most feared of these demons as it preyed upon newborns and sleeping mothers and their children.
Umm-Naush: Nocturnal demonic predators who threatened Human lives and cosmic order. The Umm-Naush were a subset of the evil spirits known as Khrafstra. The most feared among them were the Al (Hal) who preyed on newborns and their mothers.
Manticore: “Man-eater”, a Monster with the head of a man, body of a lion, and tail of a scorpion who devoured people whole.
Pairaka (Pairi): Shapeshifting female Demons (Daeva) who appear as beautiful women to seduce and corrupt men in the night. They can also appear as rats, shooting stars, or in other forms.
Peri: A small, beautiful, winged female spirit better known as a Faerie. Peris, like Djinns, are considered neutral in the war between Good and Evil and, also like them, are as apt to trick a person as to deal fairly. They bring messages from the Gods but might as easily fail to deliver them, or misspeak, as perform their task correctly. They are thought to be spirits imprisoned to atone for past sins but are neither immortal nor Human souls.
Yazatas: Beneficial spirits worthy of worship. The Amesha Spentas are yazatas, as are Angels and a number of other deities.

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