User:DeadLantern

= Overview = "Honor, Fire, Burn thy Fear" - Izweski Ancestral Words, dating back more than 500 years

The Third Hegemony is a feudal monarchy ruled by a single monarch, known as the Hegemon, who rules and leads the Hegemon as a political and somewhat spiritual paragon. The Hegemony is also made up of hundreds of land-owning noble clans, of which a few dozen noble clans are major influencers in the politics of the Hegemony. Not'zar and the Izweski clan leads the Hegemony, eager to expand their influence out into the stars while resolving the conflicts on Moghes.



Since the Contact War, the Hegemon has remained an inflated entity, bloated by the victory over their ancient enemy, the Traditionalists. Though scorched by nuclear armageddon, the Hegemony has since exploded out of their capital, Skalamar, and began the colonization of Traditionalist lands and of faraway planets. The path to domination was not easy, however; Hegemon S'kresti fell into a coma and Not'zar wormed his way to the throne, claiming himself regent before any other heir could. The rise and fall of the Sk'akh church also menaced the careful religious balance of the Hegemony, further enflamed by the rise of Hegemon S'kresti and his conversion to Si'akh. The Hegemon, subject to a Civil War between the Sk'akh church and usurping nobles versus the apostle Hegemon and loyal lords nearly tore the Hegemony into scraps.

After S'kresti's assassination, Not'zar has officially assumed the title of Hegemon. He has set his eyes on the stars, seemingly turning his back on the brewing religious tensions in the Hegemony and the embittered Wasteland. The Hegemony almost fell thirty years ago due to an external war; surely, the next threat shall come from within.

To play as a diplomatic consul for the Izweski Hegemony, you must have a Command whitelist, change 'Nanotrasen Liason' to 'Consular', and select 'Izweski Hegemony' as your citizenship. You would be the face of the Nobles and Lords of Moghes.

= Government and Power = As said before, the Hegemony both in antiquity and in the present has been ruled by a single Hegemon who rules over the entirety of the Hegemony, including all of the nobility. While the Hegemon technically overrules the power that exists in the land-owning elites, the influence each actor has on each other is in constant flux. Sometimes, the Hegemon has very little power over the nobles and is like to be deposed if he disobeys their will; other times, the Hegemon divided and washed away the power of the nobility. This balance of power could shift gradually in one era and in another be flipped in an instant. However, in modern times, the Hegemon is under significantly more stress, with external actors such as the aliens and guilds worming their way into the lethal ocean of Hegemony politics. Nowadays, however, the Hegemon has maintained power in his throne, and it's unlikely the Izweski would have to bow down to their noble underlings.

Politics
The actual government of the Third Izweski Hegemony is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Hegemony was a true feudal monarchy, with the land-owning nobles keeping the power all to themselves--now it is an intricate web of deceit and dictations. The Hegemon is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Hegemon is still the symbolic uniter of Moghes, the civilized ruler over the savages and peasants and lordlings, the dictator of an entire people--but the actual right to the Hegemon and the Hegemony lies in strength, as intended. The strong rule the weak, and the title of Hegemon, though symbolic and sealed by the government, is won through power and influence.

This has profoundly affected Hegemon history; it legitimized conquering forces as a new Hegemon, and it also delegitimized anyone who was not worthy enough to rule with the title. Each cessation and unification and civil war in the Hegemony occurred because the nobles are not loyal to any one Hegemon, but to the throne of the Hegemon itself. The fervent nationalism the Hegemony engages it is also its greatest destabilizer. This ensures that those who are worthy enough to be the Hegemon are constantly wary to expand their influence and loyalties. If a Hegemon is able to survive his deathly position by securing his strength, then he is worthy; if a Hegemon bucks under the accusing nobility, the wealthy guilds, and the foolish masses, then he is not worthy. Nobles are almost encouraged to dissent against their lord, as it tests their mettle. This constant battle within the Hegemony is a breeding ground for nationalistic zeal, and has led to the Hegemony's combined interest in colonization and forays into the Orion Spur, so that the nobility and the Hegemon may grow in power (against each other).

The constant battering of the Hegemon by uprising lords and treacherous schemes is its curse and boon for both the nobles and the Hegemon (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the middle class have little say into their government--the Hegemony is ran on power, and those who lack it are unable to speak for themselves. Low nobility and commoners are constantly thrown about due to scheme after scheme, skirmish after skirmish between the nobles and the Hegemon. Frustrations against the Hegemony are, for the most part, tolerated, as the people speaking against the Hegemony have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down--the Hegemony itself is quick to ally itself when the have-nots try to rise up. Large scale revolutions have been prevented by sheer iron will, but the clan system also keeps those down under with some influence, enough to keep everyone fed and content. Those who are not so easily tempered join the Aut'akh profligates, turning away from any authoritarian force over them.

The Hegemon handles the intranational affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds, feeding into their wealth. The internal affairs of the Hegemon are built off of a federal system and governed by a feudal hierarchy, with the lowest lord with the worst land to the highest lord that governs the province or city. The highest lord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their province or city. Typically, the middling ranks are filled with the most cut-throat scheming as lords seek more land and more influence--occasionally, one clan ends up owning the entirety of a city or province. The noble in charge of that province acts as a sort of "mini-Hegemon", trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon itself is still above you, ready to disappear you if you do not kneel. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and Sinta.

The Hegemony technically rules over Moghes, fulfilling the ancient prophecy--anyone knows this is a farce, though. The borderlands of the Wasteland, though settled by nobles and workers, are harried by raiders and poor resource outputs. Once it becomes too economically-dreadful to expand forward, independent Wastelander settlements crop up, illegal but existing, and no lord is going to care over a dusty desert village. After you pass the independent once-Traditionalist villages, there lies only sand and the dishonored. The Hegemony, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the Hephaestus, but rabid Sinta and the sheer magnitude of it all slows it down.

Economy
The Unathi economy is ran entirely by the Guilds, which are mostly ran by noble shareholders. High tariffs, imperialism, and protectionism encourage heavy exports and minimal imports, a form of mercantilism. Moghes and its colonies are manufacturing centers, used for cheap labor for larger companies in the Spur. The state has the ultimate say in the economy, and picks and chooses which guilds to grant charters for trade in the Spur. All products pass through the state eventually, and each transaction must be approved by an Izweski seal. And, of course, every charted guild must pay a tax to the Izweski, guaranteeing the stability and independence of the royal family, regardless of the overall market. Megacorporations have been denied direct access to the Hegemony's labor pool and mineral resources, barring Hephaestus Industries (how do i link it??). Not'zar has appointed expert economists to make sure that the Hegemony's economic interventionism promotes the prosperity of the state, and commonly gives out scholarships to budding Unathi political science or economy students in exchange for government service.

Colonies in the Hegemony economy are sought after, as they are forced to import their goods back to Moghes--an exclusive market just for the Hegemony. Additionally, the terraforming initiative that the Hegemony has undertaken has, for a while, been unprofitable; the Hegemon now looks to the stars. There are only two colonies under Not'zar's will, as Gakal'zaal (link) fell to the Al'mariists. Ouerea and Gwim'zala are subject to intense mercantilist policies, and the economies of the colonies are directly affected by the economy of Moghes. Unathi colonies and potential colonies are usually already inhabited by smugglers or raiders, which always slows down the colonization process. After the planet has been pacified, indebted workers and people seeking a new life are sent to work the land, usually in horrible conditions. Warriors and guardsmen are sent to keep the local population servile. Once a colony has proven its worth in raw resources, companies and noble families are moved out to further settle the land. Ever since the attempted Ouerean Revolution, the Hegemony has kept a careful eye on divergent cultures and peoples blossoming in the new, tough lands. These fostering cultures are stamped out with propaganda and and a flood of Warriors. While the Hegemony only has two fully-fledged colonies, the number of developing colonies is larger (but kept secret). Most colonies end up in failure, and colonists move on to the next potential planet.

The Izweski Hegemony Today


Hegemon Not’zar rules over an inflated Hegemony. Before first contact the Hegemony was as it always was, trying to maintain stability despite noble intrusions and Traditionalist threats. The technology divide was clearer than ever, with the Traditionalists sorely lacking, but that was always the norm. However, Hegemon S’kresti the Apostate (or the Ascended) funneled alien technology into the Hegemony, causing a cascade that resulted in the physical and spiritual destruction of Moghes.

Since then, Hegemon Not’zar has been trying to pick up the pieces. Not’zar truly believes in the cruelty and tyranny of the Sarakus Clan and has been increasingly lenient for the nobility in the Hegemony. In the early days of Not’zar’s regency, the nobility was at its most divided--clans had to juggle powerful guilds meddling with their serfs, along with rival clans and the enthusiastic Church snatching away their lands and their Iron Masks whisking away heretics for the littlest of transgressions. Many nobles had to move to Traditionalist lands (as most of the Traditionalist nobility was eliminated) and go back to aqua-culture to feed a refugee-stricken Hegemony. All of this, however, exploded with S’kresti’s waking and later sins. The nobility saw their chance and took it. Those on S’kresti’s side hoped that the destruction of rival clans would pave the way for greater influence for their own clans, and the expulsion of the Church’s influence and lands was also good. Those on the Church’s side hoped that the Church would grant them favor once the war was won, and that the nobility could finally place a Hegemon on the throne that owed them something--Not’zar could easily be molded to fit their goals, as non-confrontational he was.

But neither side got what they wanted. S’kresti was slain by his own son and Not’zar’s brother, a sin to ancestors and Sinta alike. Many of the rebel leaders suspected treachery on Not’zar’s part, but it was all brushed away; Not’zar ascended the throne with his father dead and no other heir in sight. To this day, neither the loyalist apostate lords nor the rebels with the ruinous church have been awarded or punished for their actions, and the patient Not’zar intends to keep it that way. The nobility is damaged by war and rivalries have again been enflamed. The removal of the Church is a boon, but Unzi still lurks out there. For the nobility, this is their weakest point yet, and many see the Hegemon Not’zar as a kinslaying wretch that laughs at their despair.

For Hegemon Not’zar, he has the benefit of ruling over the entirety of Moghes (barring the lawless Wasteland) and has had the most power and influence over the Hegemony since Hegemon Sruzur the Bold half a millennium ago. He has the most powerful private army on Moghes in the form of the K’lax, has extensive protection from the Izweski Guwan guard, and is ruling over an accomplished Hegemony, dominant over the Traditionalists. A wise ruler will always fear, however, and that fear comes from the outside. Whatever Not’zar is planning to do, he has to take into account the aliens that so rarely convene, as they are the key to the Hegemony’s continued success in the Orion Spur. Religious tensions are at an all-time high, with the Si’akh heresy having increased confidence from recent events, and not to mention the vengeful Unzi and his Iron Masks, somewhere in hiding. Additionally, the Guild system, now participating in a galactic market, has brought a constant flow of cash into the pockets of noble shareholders and the Izweski Hegemony.

= History = The modern Third Izweski Hegemony is an aberration when regarded with the entirety of Moghean history. In the First, Second, and the start of the Third Hegemony, the Hegemony has always had to defend against the Traditionalists, fear uprisings from bitter lords, and maintain power over the guilds and the Sinta of the Hegemony; now, it is wholly different, ever since the Contact War. Nevertheless, the history of the Hegemony is the history of Moghean civilization, and more information can be found HERE (link it).

= Society = Life in the Hegemony has changed very little since the emergence of feudalism, especially for the common worker. There are the people at the top--nobles, merchants, aliens, and then there are the people at the bottom--peasantry, guwans, and more. The disparity between the rich and the poor widens every day. More factories and more food and more people are always a necessity, though certain solutions have presented themselves to the meek in recent years. Salvation lies at the end of smuggling, and if one plays their cards right, a clan could even end up in the fabled “middle-class”. For the nobility and the merchants, never has the potential for opportunity been so close. The Hegemony has never recovered since the Contact War, and though the nobility and merchants may be divided, a weak kingdom spawns mercenary lords. Deceit, treachery, and fighting has always been the mark of the elite in the Hegemony, and that has not changed--but the stakes are ever higher, especially with the introduction of megacorporations and alien technology. While they may be rich, it’s far from safe. Through an indirect imperialistic approach, the Hegemony pushes acts and legislation favorable to the various Unathite guilds that dominate the economy. Most, if not all Unathi are part of the Unathi Guilds, either as a worker or as a shareholder. Anyone in the Hegemony looking to run a business, work skilled labor, or even commit to the arts must be registered with the appropriate guild before able to do so.

Feudalism
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into six distinct castes, each of which usually prevent upward mobility in this society. Men and women often have different roles and responsibilities depending on which caste they are in, and a man or woman jumping into a role that is typically meant for the opposite sex can lead to becoming a social pariah.

The nobility can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon's decisions. Nobles must own a tract of land, no matter how small, to be considered a noble. Land is inherited, purchased, or granted by the Hegemon (often by pleasing him or winning his wars). The nobility enjoy the comforts of off-world technology and are considered superior physically, mentally, and spiritually to the average peasant. It is important to note that one may be part of a noble clan and not be a noble--for example, children do not typically own land, so they are technically not noble, though they enjoy the privileges of the nobility all the same. Warriors, healers, and distant family that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.

Shaman is the general term for any Unathite clergy; priests however are exclusively members of the dead Sk'akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many priests are active participants in local politics and intrigue. Ever since the fall of the Church, much of what was considered "church land" was seized by enterprising lords--after the end of the civil war, the priests were able to hold on to some, but not all of their land. Th'akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk'akh rivals, causing some tension.

Healers are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. Nurses are not considered at the same level as healers and are pulled from the general populace who have some knowledge of healing.

Warriors are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan's conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior's Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord's discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or train children into becoming Warriors after them. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts.

Kataphracts, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself and follow the Warrior's Code of Honor strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. They are referred to as Saa when referring to their rank, or Saa’Izweski when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.

Kataphract-Hopefuls, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of "Kataphract-hood", tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.

Spies, or Zo'kaa in Sinta'Unathi, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, spies are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in.

Spymasters, or Kaa in Sinta'Unathi, are a relatively new class, also generated by Not'zar Izweski (with rumors speculating heavy influence from his interest, spymaster Hizoni Razi, in their development). Spymasters are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.

Guildsmen are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local Lord or Guildmaster before being considered as such, and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class. Guildsmen can be either men or women; men often become the skilled laborers (as they are most notable for being blunt), while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen.

Peasants are the bottom rung of society, and are by far the largest. This group comprises of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker's union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.

Guwans are the absolute bottom caste of Unathite society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut'akh usually end up in this caste as well, as most of them are denounced by their clan or Lord.

Life
For the peasantry, there exists two forms of life: urban and rural. Unlike in other cultures, it is hard to determine which way of life is worse than the other. For the rural Sinta, there is not much life outside of working and praying. Ever since the Contact War, the Hegemony has had a refugee crisis and a food crisis, which necessitated the rebirth of aquaculture in a real way. Thusly, loyal noble families and their serf-clans were moved out to the Southlands and the Traditionalist remnants to fish for the fishing guilds. Clans live next to other clans in either huts or apartments, often salvaged from the nearby wasteland. There is very little social mobility compared to the urban peasants, as no noble family is going to let their serf-clans relocate to the city. There is no ladder to climb, no system to exploit. Forlorn Sinta often take their chances in the Wasteland or with smugglers, and desertion is at an all-time high for rural peasant Unathi. The nobility in this region are poor compared to their urbanite rivals, and have recently taken to the practice of signing their peasants with Hephaestus or other guilds/corporations for work. Loyal serfs are sent to work for these corporations at much higher wages and send their money back to the nobility. These endeavors, especially if they go out into space, are accompanied by dozens of peasants and some of the nobility to keep them in line. Occasionally, these peasants disappear into the alien streets, a great dishonor to their clan.

For the urbanites, the potential to move up is greater. Since the money that the factory guilds send are not immediately devoured by the nobility, an enterprising serf-clan can quietly collect money. Marriages are done to merge these serf-guilds and create a giant cell of cooperating impoverished Unathi. If they send enough of their children to the stars and have a little luck, they could potentially ascend to the mystical middle class, which mutually benefits the lords of the peasants by taking a bigger cut of their larger wages. Middle-class Sinta can live better, get better wages, and half-live in the 25th century and not the 19th century. This end-goal is hard to reach, and many serf-clans that serve the same lord would gladly betray their cohorts to ascend for themselves. Moving from the slums on the outskirts of the city to the towering buildings of the innercity is a challenge, though--peasant Unathi are easily identified by their accent, and vengeful nobility may view them as workers stepping out of line. One either climbs out of the rank slums into the apartments of the modern Hegemonic city, or falls from the forts and ancient homes of the noble district down to the middle class, and those who fall are not keen to share their buildings with starry-eyed peasants.

As said before, the modern city in the Hegemon is composed of the slums and factories on the outskirts of the city, the relatively high-tech interior fashioned with apartments and restaurants and stores, with the noble and typically ancient noble districts in the middle. The nobility, while not residing in giant skyscrapers, has the most amount of alien technology and presence bar none. Connected to wizened fortresses are state-of-the-art communication centers, bathrooms, holo-theaters, and more. The whiplash from sandstone and brick paths to metal roads and maglev trains is exhausting for newcomers, but normal life for the nobility. Getting evicted from the district by bad luck or malicious intent is humiliating, and noble families are willing to do anything to crawl out of the “impoverished” inner-city back to their ancestral homes. Despite alien influence, Hegemonic life has never been more mercenary.

Even since the First Hegemony, the Hegemony has always had Th'akh and Sk'akh, the two religious pillars of their dear country. The Hegemony has always been seen as the temporal lord of all of Th'akhdom and Sk'akhdom--not as a pontiff, but as a representation of the spiritual populace. Interreligious marriage has always been common, so there exists little animosity between the two religions; this collapsed after the Contact War and the establishment of the Sk'akh Church.

Though the Iron Masks and Unzi's powers are faded, religious tensions are quite high. Most noble families converted to Sk'akh to curry favor with the church, but the converts have reconverted back to their Th'akh ancestral roots. While Th'akh lords may be lying in wait, the destruction of the Akhanzi Order has not been lost on them; many are prepared if Sk'akh lords eat up their lands under the guise of a religious crusade. Similarly, Sk'akh lords are fearful of Th'akh retribution for the sins of the Church. Additionally, while the dissenting Aut'akh find their stock in the Wasteland or with the criminals of the Hegemony, making for easy policing, the Si'akh heathens are a much harder foe to grapple with. Some Lords did convert to Juzida's religion to mirror S'kresti's affinity for the faith, all have quietly converted back--the same can not be said for the small selection of urban and rural peasants who have sworn themselves to Si'akh. The current Hegemonic stance on the Si'akh faithful is one of mistrust, as compared to outright hostility when the Church was around. It is unclear how the Hegemony plans to deal with the overconfident Si'akh, but most lords are content to let them be in their current benign form.