Murakush Caliphate of America Corporation
In the name of Allah, the most Compassionate, the most Merciful, and there is no might nor power but in God, the Great, the High.
The Noble Qur'an: Al-Anfal 8:73
And those who disbelieve are allies to one another, (and) if you (Muslims of the whole world collectively) do not do so (i.e. become allies, as one united block with one Khalifah - chief Muslim ruler for the whole Muslim world to make victorious Allâh's Religion of Islâmic Monotheism), there will be Fitnah (wars, battles, polytheism, etc.) and oppression on earth, and a great mischief and corruption (appearance of polytheism).
To all Persons to whom these Presents shall come or be made known- The Murakush Caliphate of America is the Self Government of the Murakush Corporate Body Politics for Moors native to America and still living on the American continents (North South & Central) We Noble Moors of the highest parentage and pedigree have established this Moorish Islamic corporate entities for Moors to govern themselves autonomously and insure the collective progression of our health, wealth, spiritual well being, commercial economic growth and political strength.
Murakush was founded by the act of expatriation of Native American Moors from United States of America Nationality. The M.C.A. is an instrumentality of Murakush, that is an Islamic Corporation composed of North American Moors. Many commercially handicapped people feel that corporations are evil, and that Moors should not deal with them, however this is an uneducated presumption based on emotions and is in fact not true, and it is the only way for Moors to achieve the desired results of commercial freedom and liberty from subjectivity of other persons or people’s corporation(s). To examine whether Ancient civilizations possessed corporate entities it is important to identify the constituent elements of corporations. From there we can examine whether any entity existed in these civilizations that possessed such elements regardless of whether the entity was called a “corporation”. One of the first acts taken by the First Caliph Abu Bakr was the establishment of several Corps to secure the Empire. The Moroccan Sultan Moulay Ismail (1672–1727) raised a corps of 150,000 Moors from below the Sahara, historically called his This is why all official Murakush members must be Moorish Patriates.
The M.C.A. is an instrumentality of Murakush, it is the parent entity or corporation that sets the foundation for the entire corporate jurisdiction of Murakush in the America(s). The M.C.A. is the official government of Murakush. The M.C.A. has several jurisdictional entities as subsidiaries i.e. Al-Sultanates of Murakush, Al- Murakush Beyliks, Al- Murakush Amerates, and Al- Murakush Sheikhliks. As non-U.S. citizen Moors,
However, companies owned by foreign nationals who want to do business in the United States must weigh the options of whether or not to form a corporation or
It is the overall goal and mission of the M.C.A. (As a Moorish National and ecclesiastical Islamic Entity) to establish an Islamic Corporate Empire owned by Moors and achieve international recognition of statehood for the Murakush Caliphate so that we will perfect our overall collective sovereignty as Moors in America. The realization of our struggles for nationhood can only be established in the aforementioned progressive manner, applicable to our current condition, situation and circumstances. This is the first step in a long journey!
From the servant of God, Muhammed, son of Abdallah, may God bestow His favor upon him. Amen!
Always In Honor!
Khalifah: Shyaam Mutota Kushimir Al Muharrir
1.] Abu Bakr was the first of the Rashidun or Rightly Guided Khalifs to succeed the Prophet Muhammad. He was a pure Arab from the Taym clan of the Quraysh tribe, the Prophet Muhammad's tribe. What did he look like?
Al-Masudi reports in his Tanbih wa al-ashraf:
وكان طوالاً آدم
"He (Abu Bakr) was tall and black-skinned"
وفدت إلى أبي بكر مع أبي فدخلنا عليه في مرضه الذي مات فيه فرأيته رجلا أسمر خفيف اللحم
"I and my father came in a group to Abu Bakr and we entered in upon him in his sickness, that which he died in and I saw him as a black skinned man who was of a thin frame."
2.] Umar ibn al-Khattab was the second Rashidun Khalif, an Arab from the Banu Adi. What did he look like?
Yusef b. Al-Zaki said in his Tahdhib al-Kamal:
كان عمر طوالاً، أصلع، أقبل، شديد الأدمة
“Umar was tall, bald…very black”
3.] Uthman ibn Affan was the third of the Rashidun Khalifs. He was from the Banu Umayya of the Quraysh tribe. What did he look like?
عثمان بن عفان رضي الله عنه : كان رجلا ليس بالطويل ولا بالقصير، حسن الوجه، رقيق البشرة، بوجهه أثر جدري، كبير اللحية، عظيمها، أسمر اللون،
“Uthman ibn Affan was not tall or short, handsome face, soft skin, with prostration mark on the forehead, big beard, dark brown (asmar) colored.”
4.] Ali ibn Abi Talib was the fourth of the Rashidun Khalifs, the first cousin of the Prophet from the Banu Hashim of the Quraysh tribe. What did he look like?
Al-Suyouti says in his Tarikh Al-Khulafa:
و كان علي شيخا سمينا أصلع كثير الشعر ربعة إلى القصر عظيم البطن عظيم اللحية جدا قد ملأت ما بين منكبيه بيضاء كأنها قطن آدم شديد الأدمة
"Ali was a heavyset, bald, hairy man of average height which leaned toward shortness. He had a large stomach and a large beard which filled all that was between his shoulders. His beard was white as if it was cotton and he was a very black-skinned man (adam, shadid al-udma)."
If you would like to establish an Amerate you must petition or apply to the Sultanates for a Certificate of Formation. What comes along with the Certificate is an Arabic Version and Murakush Apostille Certifications. Send your inquiry to Sultanatesofmurakush@gmail.com.
Fees: Application Fee - $25.00
Processing Fee - $25.00
Shipping - $25.000
Total: $275.00 (Shipping Included - Items Ships Next Day)
The Prophet Mohammad and the First Muslim State by Dr. Mohammad Mahmoud Ghali
Title Governing America: the politics of a free people: National, State, and local government
Author Thomas Hopkinson Eliot
Publisher Dodd, Mead, 1960
Subjects United States
Governing America: The Politics of a Divided Democracy (Paperback)
by Robert Singh (Editor)
With Kosovo unilaterally declaring independence and a host of wannabe states looking to follow its lead, you might be thinking it’s about time to set up your own country. You’ve picked out a flag, written a national anthem, even printed up money with your face on it. But what’s the next step? Creating a new country isn’t as easy as you think.
BY JOSHUA KEATING | FEBRUARY 26, 2008
Step 1: Make sure you are eligible
As tempting as it might be to declare your cubicle a sovereign state, customary international law actually does specify minimum standards for statehood.
You must have a defined territory.
You must have a permanent population.
You must have a government.
Your government must be capable of interacting with other states. (This one is somewhat controversial. It was included...
Anyone can start their own country! That doesn't mean that people will recognize it, but hey, they generally won't stop you from trying--as long as they don't see it as a threat. So if you'd like to do your own thing in your own country, here's how to establish a micronation. It can be as small as your house, or as big as your city!
Find territory for your micronation. Most micronationalists use their houses, land no one wants, or land on other planets. Some micronations exist on land unclaimed by other countries because of a loophole in a treaty. The Republic of Indian Stream, for example, was on land between the U.S. and Canada but is not under the jurisdiction of either because of ambiguous terms in the Treaty of Paris. If you can't find land, though, make some! One millionaire activist piled sand onto a reef located in the Pacific Ocean south of Fiji and created an artificial island to start the Republic of Minerva. But if you're not rich enough to make land, then just make it up--some of the more lighthearted micronations claim land on imaginary continents or planets.
Declare your independence. If you have land, a declaration of independence will serve to claim that territory. Keep in mind, however, that actually sending your declaration of independence to gain recognition can lead to legal or military action if anyone disputes that claim. For example, when The Republic of Minerva issued a declaration of independence in letters to neighboring countries, the neighbors were very perturbed, and one of the countries decided to send their people to the island to take down the Minervan flag. Besides, you can still function like an independent nation without actually declaring independence, like Taiwan does
Set up a government and constitution. This is a good time to consider why you're starting a country, and how you would like it to turn out. Here are some examples:
Recreating the past - e.g. Nova Roma, dedicated "to the restoration of classical Roman religion, culture and virtues".
Just for fun - e.g. the Aerican Empire, based on strong senses of humour and a love of science fiction, fantasy, and games.
To promote an agenda - e.g. Gay and Lesbian Kingdom of the Coral Sea Islands, on the uninhabited Coral Sea Islands off the coast of Queensland, in response to the Australian government's refusal to recognize same-sex marriage.
Acquire citizens. You can have only yourself, if you want, or anyone who wants to join. Setting up a website, however, will help publicize your micronation to potential citizens around the world. You must also decide what you require of your citizens. Do they have to pass a test? Abide by certain laws? And what will they have to identify themselves as citizens of your country - A passport? Driver's license? Badge?
Decide on symbols for your country. You should have a flag, a coat of arms, and any other way to represent yourself. Once you have symbols chosen, you can issue stamps, medals, and currency, if you'd like. Some micronations go as far as inventing their own culture and language. Of course, you might be content to create your own letterhead. After all, it's your country!
Join an organisation. There are quite a few organisations specifically for micronations and people trying to create their own countries. They might be a more general 'UN-style' organisation, like the Organisation of Active Micronations (OAM) or the League of Secessionist States (LoSS), or they may have more specific aims, like the Micronational Cartography Society (MCS). They can be a great way to meet other micronationalists and can help you and your micronation in many different ways.
Set up an army. It's a fundamentalist obligation for every state (small or big)to be able to defend yourself from potential enemies.However this task will led to another problem. Before you make an army you should think more about your economy and your budget in particular. Remember: A country cannot exist without financial support and a military.
- If you want to stand a chance of being recognized, your country should have territory, a government, a permanent population, and be able to host diplomatic relations (the Montevideo Convention's requirements for statehood).
- Study existing and well-established micronations. What has led to their success? What can you learn from them?
- If your intent is to have a functional and independent country, you will ultimately need some sort of basic infrastructure (e.g, roads, school, buildings, hospital, fire station).
Have you ever wanted a place of your own, that’s not a paper universe? What about a country, a nation, a place to call your own (other than your room of course)?!? Well, follow these easy steps to have your own small nation! (note, without 10,00 people and over 100 square miles of land, a country is not officially a "country", its just land owned by somebody and belongs to the country of which it is currently located in).
Think of the name, like Zachtopia might not be good; go to a name generator, even a fantasy name generator may be good, as they can produce some awesome names, like maybe Versild, or Lilaktia. Make sure it's not too short, not inappropriate, not too long and not to hard to pronounce.
- Get an idea of what your country is going to be like. A peaceful country, a country in the middle of the forest, an island country, a desert country, maybe even an arctic country. Whatever it is, make sure that it is peaceful, law abiding and not war bound or disaster bound.
3Laws are the bread and butter of the country; some basic ones would be: No violence, assault, murder, illegal things within its borders, a passport is needed to get from border to border, no fraud, no hauling un-inspected things over the border, no theft, no animal, or human abuse; it's a free country, so no slavery. Nothing can be done against someone’s will, and all contracts must be followed unless they break some law.
4Occupations are how people make a living, so people will need a job. Some jobs based off of the government would be good, like judge, cop, fire-fighter, doctor, carpenter and other things of the such, as well as vice presidents, military and other things of the such. Each job should have reasonable pay for its difficulty, so working as a commando or sniper should pay around 50 (your currency here, where as being a fire-fighter might pay 20 (your currency here). Pays may vary depending on how many (your currency here) are in the world. (note= They will need the supplies for their job, like a carpenter may need the tools and nails, but a doctor may need some medical books, some medicine and a doctors kit)
5Currency is the money of your country; some people may just decide to trade, and that’s okay, but currency should have another interesting name, most likely from a fantasy name generator, or maybe based off of your countries name or something; it could be paper, coin, numbers in an account, and a bank should be available, interest is 1 (your currency here) every month, and banks should be given 1 dollar every month for every person in the country, as well as bank security should be cranked to the maximum, with hopefully as many guards as you can stuff in there, laser (like the toy spy stuff)security and everything for security you can get, even bb gun sniper guards, with hairspray cannons loaded with plastic wrap filled with flour, then tied up so that the person is disabled, as the guards would have a mini-fan to clear their path, and the thief is captured.
6Security is key to keeping unwanted visitors out of your country. Guards, military trained guards, trained guards and some great weaponry. Make sure that security is always pumped up to the max, as well as with immigration because people may try to bring things in, or out that are illegal.
7Immigration is a prime aspect; it gets people into your country. It may be dangerous though, bringing certain disease into your country, and the same thing can go in with fungi, bacteria, illegal items, weaponry or dangerous weaponry. Animals should be allowed on transport, as an animal section where there are HUGE cages, big enough for a horse, or at least twice the size of the animal in it, and the owner of the animal can go back there to see the animal too, as they will be stacked up, only one, sort of making a wall.
8Quality is a prime aspect, so all laws should be obeyed; streets should be okay. People should have good insurance. Also, people should not be unemployed; they should have food, water, shelter and a suitable environment. Anyone with physical disabilities should be helped if needed, and given a certain amount of (your currency here) to them based on the seriousness of their injury, and people of mental disabilities will be put in a place where employees will come, and help them out and guide them around to the chosen places.
9Economy is the most vital part. If big businesses are losing money, they may drop employees, which will sky rocket the unemployment rate, making the government give more of (your currency here) to them. Also, that means that the government gets less of (your currency here), sending home rates down, pretty much sending your country into a recession. The point is, keep the economy stable or high.
10Government keeps everyone in hand, so the government needs to keep itself in hand too. As it keeps everyone cooled down, it also keep the economy stable, produces (your currency here) and does everything else (almost), so the government needs to be stable to keep the people stable.
11Divisions such as states or regions are important, and if a war comes, its easier to divide the land taken. If only a mile or something, or if a house then they are going to need to know the part that they have taken over. Another system is to square it all off, and each one has a different name, like maybe each one is anywhere from 5-20 miles long/wide. Each one should have its own little thing, like how in the U.S Maine is famous for its lobsters, but Idaho is famous for its potatoes.
12Wars are bad; they take the military and they are expensive; you also risk being taken over every time, so wars aren't that good.
13The country catalog is a book with the history of the wars, how the country was started, and everything. It is best if stored on a network of computers and in books. It should always be preserved, have the maximum security, just below the bank and is the base for the whole country. It also hold the presidential things, as well as the history of the country.
14Land is the main part of the country, as it is the country. What is a country, if there is no physical form, so any land is good for it. at least 1 square mile is recommended, if not available, then a clubhouse, or as much land as you can get is good.
15The military defends your country and takes action when major disaster strikes. They should have underground, maximum security, right under the country catalog for security and should be armed with the best weaponry available. They must also know some tactics.
16Maps are important; you want to know where you are in your nation. They are also important for war, building, certain careers and things like farming, harvesting, hiding things or maybe even building living spaces.
17Buildings such as the hospital, military base, police station, fire station, city hall, capital, nation capital, shops and living spaces all need to be built in the best of quality. Any building that poses as a threat is torn down, and the wood is either reused or used as scrap wood. These are just the most important buildings, others may be added like a mapping place, a language place, and a port for the immigrants is mandatory, it is a pure necessity.
18Management is a need in a country, as if it falls into chaos, everyone should leave with enough supplies to make it through the next place and to survive, and they should be able to cash in their currency for the foreign places currency. Boats and cars should be used for that, and emergency gates guarded with tactical snipers of potato cannons should be guarding, and rarely opening that.
19Expanding your country is good, but not necessary. If it’s a tree house, or a square mile, try maybe buying some more land from the neighbors, yet if a full sized country, its going to cost a LOT, so try making a thing in your medium nation (with a population of at-least 500) you might want to put in a tax, 1 (your currency here) for every 10 dollars, just when you want to expand, and don’t keep it up for forever, it gets your people very mad.
20Elections are important, so you don’t want to hog the seat as leader, maybe every 2, 3, 4 or 10-100 years the person/his family will leave and someone else will take the new seat. Every day, the leader should get around 100 (your currency here) just so that he can support himself and his family, and former leaders can get 75 (your currency here).
21Holidays are important; you can bring some over from the U.S, other countries, ones specific to your religion, people can do holidays specific to their religion (always), or try making your own if you want too. Make sure that they have something, like Halloween is for the myth of spirits, for scaring kids, for people to get free candy, and for people to honor those of which they have lost (of which is the main purpose), so don’t make one just for nothing, I thought of making one for each element, like fire, water, earth, air, light, dark and void.
22Development/technology is what develops your country through the years, so try to stay pretty advanced with it.
23Trades are a requirement, as you need things going in and out of your country, yet make sure that they are inspected properly, you don’t want every illegal thing in existence coming all in one truck. You should also have some awesome exports, like maybe you have a lot of silver mines, so you would get some miners on there and get some ore out to go sell, or maybe a lot of herbs, maybe tea.
24Allies are important, but if a clubhouse nation, they’re even more important. Make sure that your allies won’t turn on you either, that just sucks. Try forming on big nation out of a bunch of them, keep communication up, trades up, and make sure that you are always allies with everyone, and never enemies.
25Enemies are something that you don’t want, so try not to make them, or go around raiding places like the Vikings did. They lead to crime, war, invasion, everything else in existence, and that’s just what you don’t want.
26Reputation for people should all be even, so no discrimination for people against ANYTHING AT ALL. Also, people should not have discrimination from other people, make that a law. Yet again, you should never let it get out of hand, one drop because that leads to crime.
27Being a small nation such as a clubhouse to 5 mile nation, can suck because everything else is bigger, yet is a little safer because war isn’t all too dangerous, its safer, easier to get, and a whole crap ton cooler. When in this, it may cost a lot, but it is actually a lot less to maintain: Ammo, Currency, Supplies, Fix-ups/Add-ons.
28Being a medium sized nation can be a lot harder than being a small nation, there’s actually land, people and a whole crap ton more costs, daily and to start it up. You should be able to bring in about 5 dollars for every person, every day, about 500 for a good start, and you need around 500 miles of land, paper/pen (or pencil), weaponry, a cultural outlook and a good law system. You should have somewhere around 100 people in your nation, so try to get a few more jobs, 5 miles of land is good enough for around 4 small towns, and a big one or 2 ( or 3 if you have around 10 miles of land, anywhere over 10, get like 15 small ones and 5 big ones). Make sure that when wary comes, you have the air soft guns ready, and enough ammo.
29Being a large nation is the hardest, around 10k to start one, and about 100 dollars for every person, daily. If you are a large nation with 25 miles or more of land, then you need about 10 dollars for every person daily, 15-35 towns, maps, and everything else on this article, and when war comes, have the hairspray cannons ready (an easier way to make them would be to get a bottle with a rock right in the front, and string going beside the rock, and hairspray inside, so light it and throw it, and you have a real bomb, or for a 5 second land mine, get about 1 foot of string, put it in a bowl full of hairspray, and light it, then duck in cover, and don’t forget the 200 dollar air soft machine guns, every soldier should bring their own gun, but the type that the soldier needs is specified by the military. You should also have military medical dudes, and you become a real nation with a population of over 10k and over 100 square miles of land, then go raise hell in the UN and get yourself a nation.
30Being a full sized nation is the hardest, and most expensive. Around 1 mil to start, a population of around 15 thousand people, around 100 dollars a day for every person (so for exactly 15 thousand people, the cost is 1 mil 500k dollars a day. You need a real army, a seat in the UN, real guns and a real economy, as well as plan. And, the money is needed for pay checks, funds, tings to help disabled/old/pregnant people and things like making currency or funding the military.
31Notes should be taken to be able to improve, like in a war, if going all crazy sniper, or mass kiting doesn’t work, then on your notes put that down. In a year you should have hundreds, if not thousands of pages of notes, and you should have them around all computer in the nation, on paper and always with you.
32Country history is important for schools all around the world, so if you go through a war get 100 soldiers to put down what it was like, and a good description of it, and make that a book, and maybe get a gigantic book or site off of Yola.com that holds your countries history.
33What to do about crime is throw them in jail with the highest rank guards. A time, like if they stole something worth 100 dollars, 10 months and 50 hours of community service, or you can maroon people, but not to many in one place because they may form a rebellion and take over your country, and your neighbors, or at least raise some serious crap in the house.
34Basic needs would be food, currency, water, shelter, weaponry for your military, a military, an income, occupation for everyone and most important, the lowest disaster/crime rate possible. You should be able to have 100+ dollars for a good start, the more the better and about 20 dollars a week, and that’s one half of an allowance for 8 people, but only 1 extra little chore for each person so that allowance cut it cut. The maintenance cost if raised also makes the nation better.
35Neighbors are important, if they’re good neighbors. Bad neighbors should be taken down, and the land taken, whereas good neighbors should have trade routes established, communication and other things of the such. Neighbors are god, but if you’re a mile nation, and the neighbor is evil and 50 mile, face it, you’re done. Move into a stronger nation, and bring your people and the important wares, pay the bigger nation of which you are moving into, and pray to god the bad people don’t follow you.
36Trade routes are things where you have a weekly/monthly/set time event where you trade things with the other person/people. They are important for getting new things in, and old things out. With larger, or smaller nations, they’re all the same so they’re all pretty good, and take down any black market things, and also, if the soldier agrees, sell him to another nation. Engineers, sniper, soldier and medics are very useful, and for a good price are some good wares.
37Thing to trade would be weapons, soldiers, other equipment, food/water, kits, ammo, traps, tactics, helps (when they call, they use a help but you have to go help them) and maybe even things like hairspray bombs or other things in group, like 10 hairspray mines for 20 dollars.
38Location is everything, like if in a desert area, wars are to your disadvantage, and so if food, water and things to trade, where as on a snowy mountain, life is a lot more interesting, cooler yet a little harder, and in forests its OK, battle ie somewhat even, yet in suburban areas, everything’s hard or easy.
39If disaster strikes be sure to have evacuation plans and people ready for medical service, to help them evacuate, to slow/stop the effects and to keep the evacuated people good and safe. You should have a backup place or an underground bunker to keep everyone in, a good amount of food, water and hopefully some basic survival equipment like guns, knives, first aid kits , food and water and other things, like a crap can that leads down into a chamber underground.
40You as a leader may be difficult, so pick someone else if you need to, but make sure that they can stand up for their country, and maybe put yourself in a vice or something like that, because history is going to want to know that about it.
41Time for crime. Crime is a horrible thing, so keep security at the max. No crime should go on, places where crimes are frequently happening, clap 20 cops in there, and one thing that you don’t want is a rebellion, especially in a small country.
42Language is a prime aspect, and for clubhouse, or small nations, whatever everyone else knows, the country knows, yet not one should be required, making one is ok, but its incredibly complex, a code maybe, or a code for the military or guards, that’s pure awesomeness, yet maybe an edited version of another language, that of which is very popular (look at Spanish, 22 countries, 9 version of its language)
- Always have a budget, of about 10 dollars a week and 100 dollars for a starter budget.
- Have at least one or two odd laws. But not too odd. Most countries have a few strange laws.
- Buy an island to start your nation. However an island will be expensive so save up.
- Try and start a country with a relation or a friend. Some good reasons are:
- You can save money together.
- You will have an adviser and you can advise each other.
- You will get to spend more time with your relation or friend.