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		<title>Notable Unathi</title>
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		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Karszekani, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Karszekani. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Karszekani. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Karszekani after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Karszekani.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Karszekan S&#039;kresti Izweski, &#039;&#039;The Fallen&#039;&#039; ===&lt;br /&gt;
Born in Skalamar in 2380 CE, S’kresti was the eldest son of the prior Karszekan. Coming of age in an uncertain world, S’kresti rapidly distinguished himself as both a warrior and a statesman, rising to the position of Lord’s Claws in his father’s court. When the prior Karszekan passed away, S’kresti quickly secured his claim to the throne, defeating rival claimants in a series of duels which won him the respect of the Skalamar nobility. His skill in battle, and his fierce charisma, earned him the moniker of “S’kresti the Strong”. Shortly after his coronation, he married Lady Rakta Sirax, the eldest daughter of a powerful [[Izweski Heartland|Heartland]] noble clan. They would have four children - Yakt, Not’zar, Z’krazki and Rzasul Izweski. Though S’kresti was a harsh father to Not’zar, he took great pride in his other children, viewing Yakt in particular as much like his younger self.&lt;br /&gt;
&lt;br /&gt;
S’kresti presided over First Contact with humanity and the [[Skrell]], and was careful to keep alien presence under Izweski control for as long as he could. He secured a monopoly on offworld trade, and invested heavily in outfitting the Karszekani’s armed forces with imported alien weaponry. Under his reign, the Karszekani began to see the benefits of interstellar society flow to them, as S’kresti’s investment oversaw the construction of the first spaceport on Moghes. The Karszekan massively expanded the space program and Ouerean colonization efforts, intent on securing the Karszekani’s position as the first and only spacefaring power of the Unathi people.&lt;br /&gt;
&lt;br /&gt;
The Contact War was the defining event of S’kresti’s reign. He took an active role in command of Izweski forces, seeking to finally crush the Traditionalist Coalition and bring all of Moghes firmly under Izweski control. With the nuclear exchange, these plans vanished, reducing nearly sixty percent of Moghes to what is now the Wasteland. Nevertheless, S’kresti sought to preserve Unathi society and culture, while expanding the nation’s influence into the stars. By offering pardons to pirates, he built the beginnings of the Izweski Navy, leveraging the newfound force to drive the Solarians and Skrell away from Ouerea and return it to Izweski control. Under his rule the navy was massively expanded, colonization ventures outside [[Uueoa-Esa]] began, and it seemed that the Karszekani would secure its place as an interstellar power.&lt;br /&gt;
&lt;br /&gt;
This would change in [[Unathi_Recent_Events#Death_of_Heir_Yakt:_Rise_of_S&#039;linzar|2458, when Yakt Izweski perished in a shuttle crash]]. As a result, Not’zar Izweski became the heir apparent - which would soon lead to a crisis as S’kresti fell into a coma. Eventually, Not’zar was able to seize the position of Lord Regent, which he would hold for three years as S’kresti remained comatose.&lt;br /&gt;
&lt;br /&gt;
In 2462, [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|the Karszekan woke from his coma]], reclaiming his throne and dissolving Not’zar’s authority. However, the man who awoke was not the same Karszekan remembered by the people of Moghes - S’kresti gave warmongering speeches, spoke of driving the Wastelanders from reclaimed territory, and converted to the beliefs of Si’akh, which led to a bitter conflict with the Sk’akh Church. As other lords rose in rebellion against the Karszekan, he sought to use the Navy to reduce their cities to rubble - an act that would be cataclysmic for the already ruined world. Before the order could be carried out, his youngest son Z’krazki drew his sword and killed the Karszekan, bringing an end to the reign of S’kresti, now dubbed “S’kresti the Mad” by the wider populace. He would be succeeded by Not’zar Izweski, the current Karszekan.&lt;br /&gt;
&lt;br /&gt;
Though his madness and the civil war he caused are what many remember S’kresti by, others look upon his earlier reign with fondness - remembering a Karszekan who was unafraid to get his hands dirty, and was willing to fight to the last to secure the Unathi people a place in the modern Spur. Many of those who find Not’zar’s style of rule distasteful reminisce fondly on S’kresti’s reign - a sentiment common amongst rebel organizations such as the [[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|Champions of Moghes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar Izweski, &#039;&#039;Izweski Karszekan&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Karszekan and his First Wife. He become the new Heir to the Karszekani after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Karszekan S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Karszekani down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Karszekani. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Karszekani&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Yukal T’zakal, &#039;&#039;Guildmaster of Hephaestus&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tzakal.png|thumbnail|Hephaestus poster featuring Yukal T&#039;zakal, circa 2464. Art by Lavillastrangiato.]]&lt;br /&gt;
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Born in the city of Imas’hi to an urban noble clan in 2422, Yukal was never seen as someone with a grand destiny, just a mediocre life as a member of a struggling noble clan as tensions rose around Moghes. Yet, today he is arguably the most powerful man in the Karszekani, controlling the operations of the megacorporation that has a stranglehold monopoly over the nation; Hephaestus Industries.&lt;br /&gt;
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Yukal’s young life was full of the bliss of pre-war Moghes, and as an urban noble, he had better access to education than most of the population. It was during his education that Yukal found a passion for something; engineering. The young Sinta loved to take things apart to figure out how they worked, and created small machines for his amusement. Eventually Yukal’s teachers and parents both took interest in this passion, and as the Karszekan at the time was in desperate need of engineers to help Moghes catch up to the rest of the spur in the 25th century, they enrolled him in a engineering course at the age of 14, where he would learn the trade from the far more advanced humans and Skrell. This course would challenge Yukal, but again and again he would succeed, proving himself to be a brilliant engineer. Eventually his education ended, and he returned to Moghes with a goal to help the Karszekan bring the world into the 25th century. 5 months after returning home, the contact war began.&lt;br /&gt;
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Yukal witnessed the horrors of the contact war in person, as engineers once intended to enlighten Moghes were repurposed into creating engines of war for the Karszekani, and once it had escalated to nuclear war, ways to more efficiently destroy the enemy in what had become a desperate fight for survival. It is unclear how this experience changed Yukal, as he rarely discusses it, and then it is normally to remark on how some feat of engineering was accomplished, instead of what his work meant for his species.&lt;br /&gt;
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Once the contact war ended however, Yukal looked beyond his home planet, now ruined by war, and to the stars. He managed to get a job with Hephaestus Industries, who at this point did not have the relationship with the Karszekani they now have, and was shipped across the stars to the Sol system itself, to work in the Ceres Shipyards. Slowly, painfully, and with his skills, he managed to climb the ranks of Hephaestus from engineer to one of a select few chief engineers who managed the whole shipyard. Many humans were surprised at a Unathi so far into human space, but his skill and the trust Hephaestus placed in him kept him there. Eventually he caught the eye of an up and coming CEO, Titanius Aeson, who would move Yukal, now a chief engineer, to a posting as a sector administrator for the Karszekani, where he would truly shine.&lt;br /&gt;
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Hephaestus within the Karszekani had been struggling up until Yukal’s arrival, but he quickly reorganized it, turning it into a well oiled machine that was slowly building its way up to a big finale, an action that would shape the Karszekani for decades to come. Under Yukal’s supervision Hephaestus slowly grew its influence, until in 2465, he was given the title of guildmaster, and Hephaestus ascended to become a total monopoly over the Karszekanic economy, with Yukal still at the helm.&lt;br /&gt;
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Today, Yukal holds the keys to the Karszekanic economy in his hand. He has a reputation through-out the company as an incredibly hard worker, regularly working 14 hour days, who also likes to crack jokes during meetings and speeches. While theoretically Aeson’s equal, he still takes orders from the CEO, following his wishes. Still, his power cannot be denied. He is a symbol for the Unathi species, having ascended so high in a human corporation, through hard work, dedication, and patience. Most know him only through propaganda put out by Hephaestus, but all Sinta know Yukal represents what the species can be, if they have the will to seize it with the help of their human friends in orange.&lt;br /&gt;
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=== Hizoni Izweski, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Izweski in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
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Perhaps the most feared woman or Sinta within the Karszekani, Hizoni controls a network of informants, spies, and assassins that stretches across the surface of Moghes and even across the stars to distant colonies. She was born in 2440 on Ouerea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure, she has been seen as the beauty of her clan and gained the most attention— earning her an education in the ways of women from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchant&#039;s Guild from hostile subterfuge. Her upbringing allowed Hizoni to grow up within the halls of power, acquainting herself with the elite of the Karszekani during the final days of the Contact War. She rose to prominence when she defended the Karszekan from two would-be assassins by slaying both and destroying the murder plot. Since then, on top of her elevation to the Karszekani’s Spymaster, Hizoni enjoyed &#039;&#039;very&#039;&#039; close relationship with Not’zar, though nothing official was been announced between the two for a long time. In 2465, however, the Karszekan proposed marriage, which Hizoni accepted - with the two marrying in the Third Scept on May 14th, 2465. &lt;br /&gt;
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Hizoni’s political pursuits and leanings are unknown; she will seemingly flop back and forth between different camps depending on the issue, always remaining unpredictable. Many speculate this is the result of political maneuvering, giving her support to a cause for favors in return, which she uses to shore up the Karszekan’s precarious position. She does not openly front any group, and it is unknown if any beyond her spies plead their cases with her. Her relationship with her brother Sakax is strained, and it is speculated that the two have all but cut off contact with each other.&lt;br /&gt;
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The most powerful woman in the Karszekani with the least media presence, much of Hizoni’s life is a mystery to the outside world, even after bards began to try and watch her every move due to her marriage to Not’zar.She rarely speaks publicly, preferring to instead use one of her vast retinue of other spies to speak in her stead. Many view her as duplicitous and untrustworthy, though in the same breath many also admit that a spymaster should probably be so. Since her marriage to the Karszekan, she has made a few more public appearances - though largely, she seems to still prefer to stay out of the spotlight.&lt;br /&gt;
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=== Azui Hutay&#039;zai, Overlord, &#039;&#039;Lord of the Wastes&#039;&#039;, and &#039;&#039;Izweski Master of Rivers&#039;&#039; === &lt;br /&gt;
[[File:Azui Hutay&#039;zai.png|thumb|right|alt=what would overlord hutay&#039;zai do|A picture of Lord Hutay&#039;zai in his court, 2465.]]&lt;br /&gt;
The only Th’akh Hand of the Karszekan, Azui Hutay&#039;zai fills the position of Not&#039;zar&#039;s [[Unathi#The_Master_of_Rivers | Master of Rivers]], overseeing the economy of the Karszekani from his estate on the shore of the Moghresian Sea near his clan&#039;s former lands of the Torn Cities. Originally fighting for the Traditionalist Coalition during the Contact War, his father died when the war went nuclear, bathed in the fires that destroyed most of the clan&#039;s ancestral land. Azui, who had been leading his clan&#039;s forces along the coast at the time, ascended to the throne of his kingdom. There, he would strike a deal with the Karszekani to pledge fealty to clan Izweski and ensure his remaining non-polluted lands would be safe in the hands of the new masters of Moghes, in exchange for his clan being allowed to continue to rule over what it had left of its ancestral lands. After his peace deal and the conclusion of the Contact War, Hutay&#039;zai became one of the most powerful landed nobles within the Karszekani. He set up a new estate on the coast and would use it as a base of operations to continue mining operations within the radiation-blasted lands surrounding the Torn Cities, using the peasant refugee population as an ample workforce with help from the mining guilds. The resources imported into his lands over from these mining operations in the Torn Cities have become even more important to the Karszekani as the scarcity reigns, as they do not require interstellar travel to reach the ever-hungry factories of Jaz&#039;zirt, on the southern side of the sea.&lt;br /&gt;
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Eventually, as the Traditionalist block swelled in the face of Not&#039;zar&#039;s reforms and progressive attitude, he would become one of the two overlords of Moghes, coming to be called by many as &#039;&#039;&#039;&amp;quot;Lord of the Wastes.&amp;quot;&#039;&#039;&#039; His lordship extends throughout the Wasteland, officially managing the scattered Karszekanic outposts such as Camp Integrity and Camp Izweski&#039;s Honor, as well as supposedly managing the Sinta living in Wasteland communities. However, due to the nature of the Wasteland, this authority is essentially non-existent outside of Karszekanic-controlled outposts, making his overlordship only one in name.&lt;br /&gt;
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Azui is known to be one of the most traditional Karszekanic lords, ruling over lands with the minimum of modern amenities; what little modernity his land has is concentrated with the nobility and mining guilds. His appointment as a Hand of the Karszekan, and as one of the two Overlords of Moghes, was a political move made to appease the Traditionalist block which has continued growing after the end of the Contact War. This has made him the unofficial spokesperson for those in the Karszekani who consider themselves Traditionalists and for bringing their concerns before Not’zar whenever he can. However, contrary to what some might say, Hutay’zai has a dogged loyalty towards the Karszekani, believing it the only way Sinta can progress in this new galaxy while keeping what scraps of their tradition they can intact.&lt;br /&gt;
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Azui is the primary proponent of mercantilism within the Karszekani, advocating for an expanded program of colonization and stricter trade laws with the wider Spur. He believes that further openness, both in trading resources and culture with the Orion Spur, will spell the death of the Karszekani. It is widely known that Azui resents Hephaestus Industries having status as a guild in the Karszekani and will use any measure that might curtail their power.&lt;br /&gt;
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A meticulous planner, Hutay’zai writes out all his speeches before giving them every time, and sticks to them no matter what. His speeches are rarely followed by a period of questions, and he sets expectations for how his speeches will go. Should his speeches not go the way he thinks, he is prone to become angry and lash out at those around him, mostly whoever isn’t playing by his script. This has led to Hutay’zai fighting members of the audience several times while he gives his speeches, almost once in Skalamar itself. His lifestyle is one fit for an overlord, with extravagance and abundance, even in the midst of a famine. He tends to become rambunctious at feasts and other events when he’s had time to drink, and will go on long winded rants about anything. He’s a doting father and grandfather, giving his children and their children all they could want in the world. This has caused most other nobles to look upon Hutay’zai’s children as spoiled brats.&lt;br /&gt;
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=== Mizaruz Izweski, Lord and &#039;&#039;Izweski Lord&#039;s Claws&#039;&#039; ===&lt;br /&gt;
Originally of clan Gri&#039;zan, Mizaruz was born in the city of Baandr, eventually inheriting it and the lands surrounding it after his elder brother passed away without producing an heir. Given his status as a second son for most of his life, he was brought up from a young age with the intention of joining the clergy of Sk&#039;akh. When his brother died while Mizaruz was around the age of 12, his education would shift dramatically towards ruling his realm; however, the young Sinta never forgot his religious education, keeping up theological studies for most of his life. He went on to make a name for himself during the Contact War by fighting several engagements against overwhelming odds and succeeding without the normal technological advantage the Karszekani had. Mizaruz was known as an amazing tactician and inspirational icon to his men, counseling them in religious matters on marches and leading them fiercely into battle. Shortly after the Contact War, Mizaruz was married into the Izweski clan and ascended to become a Hand of the Karszekan, specifically become the [[Unathi#The_Lord&#039;s_Claws |Lord&#039;s Claws.]] Though his actions during the war and loyalty are laudable, his time as the Lord&#039;s Claws has been lackluster. His tactical knowledge has not translated well to giving advice to the Karszekani&#039;s military on a strategic level, as he consistently fails to properly grasp supply chains on a grander scale, the intricacies of the levy system, and the new frontier of space. However, for most things, those Sinta that work beneath him manage to effectively cover for him, ensuring that the military has competent efficiency. However, if a disaster were to happen and Mizaruz were caught unprepared, it&#039;s unclear if his loyalty and new clan would be able to save him from the reckoning. His diplomacy is viewed with admiration by many Sinta; he has constantly proved himself apt at striking deals and averting crises with other nobility as well as alien states.&lt;br /&gt;
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Mizaruz supports the policies Not&#039;zar supports: furthering ties with the xeno, the expansion of modernization programs, and usage of force as a last resort, a somewhat strange trait for his position. This undying support for Not’zar has made him the mascot for those who similarly fully believe in the Karszekan: those who share his undying loyalty bring their concerns to him, most of which are about the Karszekan&#039;s still-precarious political position. His reputation as a theologian has also helped keep relations between the newly-formed Church of Sk’akh and the state milder than in the past.&lt;br /&gt;
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Not the planner Hutay’zai is, Mizaruz lives his life seemingly from moment to moment, never making any real long term plans except when forced to by circumstance or his Karszekan. This carries over to his public life, where he’s known to give speeches and answer questions with no notes, preparations, or anything. Most view him as honest because of this, if sometimes a little too naive. He raised his children with minimal input from himself, and generally, most turned out alright. One of his daughters ended up marrying a peasant and causing a scandal but Mizaruz dealt with the situation in the moment, like he always does.&lt;br /&gt;
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Mizaruz is the main proponent of the &amp;quot;New Model War&amp;quot; that worked so well for the Karszekani during the Contact War. He has issued many studies on ways which the Karszekanic Fleet and Army could be improved, yet due to both his own incompetence and the influence of others within the military establishment, very few of his reforms have gone through.&lt;br /&gt;
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=== Seleta Sarnac, Lady and &#039;&#039;Izweski High Speaker&#039;&#039; ===&lt;br /&gt;
Hailing from the southern untouched lands, the lands owned by her father that Lady Sarnac grew up on encompasses the city of Razir, and much of the territory surrounding it, a majority of which have been claimed by the wasteland following the contact war. Born shortly before the contact war, Setelta is the youngest hand of the Karszekan, at around thirty four. She is also one of the two female hands of the Karszekan, and fills the position of [[Unathi#High_Speaker | high speaker.]] It is obvious that she was given her position for political reasons, an exemplification of Not’zars more progressive policies, by allowing a female beyond his spymaster to advise him on how to rule the nation. While she holds no lands her brother, Lord Sarnac, holds the key southern regions around Razir, as well as the city itself. Her brother is known to be disappointed that he was not offered the position of high speaker, but is indifferent to it as long as his clan is represented within the highest levels of the Karszekani, by either male or female.&lt;br /&gt;
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Lady Seleta is the face of Karszekanic progressivism, fighting against established traditions and gender roles at the highest level. This has gained her both a loyal following of younger Sinta, and the wrath of the older, more traditional Sinta, who see her as a threat to everything they know. These followings are only amplified by her appearance at Not’zars side at nearly every public event, arranging things to run smoothly, fashioning the Karszekan’s image into one of power and stability.&lt;br /&gt;
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A public speaker to the core, Ms. Sarnac presents a curated version of herself that she wishes others to see at all times, whether at home or in front of the biggest crowd on Moghes. The version is a Unathi with sharp wits, trustworthy despite being a woman, and keeping both intact while answering questions without answering them hundreds of times over. She has no children, and barely anything is known about her home life, so curated her media presence.&lt;br /&gt;
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As High Speaker Seleta has strived to do what she can to shore up the Karszekan’s position, attempting to establish a universal love for him among the common Sinta, both Guildsmen and Peasant. Both her and the Karszekan have received the wrath of some nobles for this, as they fear their subjects will start to be more loyal to a personage beyond themselves. Her success in this is unknown, and only a massive crisis could reveal how much loyalty she has gained for the Karszekan among the common people.&lt;br /&gt;
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=== Clan Lord Sakax Razi, &#039;&#039;The General&#039;&#039; ===&lt;br /&gt;
As the third son of guild master Keicacu Razi, Sakax&#039;s lot in life started with making a name for himself within the military of the Karszekani. Unable to inherit any titles, and lacking the guile of his sister, Sakax threw himself fully into mastering the Sinta art of war, determined to fight as his ancestors had before him. This determination resulted in him shooting through the ranks of the Karszekanic military throughout the Contact War, being given more and more responsibility. Now he is Clan Lord of what is essentially a Karszekani military base between Skamander and Imas&#039;hi, commanding his own set of Kataphract and clan warriors. He is known to be a grim but honorable man and has a hatred for all Sinta who fought the Karszekani in the Contact War, blaming them for the ruined state of the species and their home. The few times he has spoken with &#039;&#039;&#039;Azui Hutay&#039;zai&#039;&#039;&#039; has almost ended in a physical conflict between the two. For this reason, Sakax is regularly left off of invite lists for functions where the Overlord will be in attendance, including most formal meetings involving the economics of the Karszekani.&lt;br /&gt;
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Sakax exerts all of his influence confirming that the Karszekani&#039;s military never fully adopts the &amp;quot;New Model War&amp;quot; beyond tactics developed during the Contact War. He believes that the lifeblood and culture of the Unathi is inherently tied to the military and that the two should be reflections of each other. He is the primary proponent behind borderline suicidal tactics in space such as ramming, and given the Karszekani has not fought a major naval engagement within space under his command, they are not yet able to prove his tactics defective.&lt;br /&gt;
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Sakax has little media presence outside of bards who focus on military matters, his primary area of responsibility. Many sagas have been chronicled about his accomplishments and the accomplishments of the men under him, giving him larger than usual influence among the population.&lt;br /&gt;
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=== Clan Lord Juyzi Izaku, &#039;&#039;The Maddened&#039;&#039; ===&lt;br /&gt;
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Former ruler of the city and associated lands of Mudki, Lord Juyzi Izaku was once known as one of the Karszekani’s greatest commanders - turning back three assaults on his city during the Contact War, and upholding the reputation of the Zazalai Mountains endlessly. Following the war, however, Lord Izaku grew increasingly erratic - attributed by some to an untreated brain injury during one of his many battles, by others to the influence of malign spirits, and by some simply to the stresses of war.&lt;br /&gt;
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Izaku grew increasingly vocal about his distaste for alien influence - particularly that of the Skrell, who he believed to be manipulating the minds of the Karszekani’s citizens, causing the Ouerean Revolution. As he became more incensed, his once-proud city was neglected, leading to decades of mismanagement and decay as more and more of his people fled to seek better prospects elsewhere. He was very outspoken against Karszekan Not’zar’s policies, toeing the line of outright sedition on several occasions.&lt;br /&gt;
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Izaku’s delusion came to a head in 2466, when the Karszekani announced a new agreement with the Nralakk Federation, for the sake of mutual prosperity between the two nations. He believed this to be a conspiracy on the Skrell’s part, seeking to seize control of the Karszekani, and had his warriors abduct several Nralakk humanitarian workers in order to uncover their “true plan”. His actions were discovered at the town of Izilukh, where his warriors attempted to kill the crew of the SCCV Horizon to cover up their crimes. Following this, Izaku called his banners in rebellion, a short-lived conflict against the Karszekan’s might. &lt;br /&gt;
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Mudki was captured after a campaign of several weeks, and Lord Izaku was sentenced to death - ending his once-storied line, and leaving Mudki’s future in uncertain hands.&lt;br /&gt;
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=== Lord Glatazk Yu&#039;huni, &#039;&#039;The Pious&#039;&#039; ===&lt;br /&gt;
Hailing from the religious city of To&#039;ha&#039;dat, Lord Yu&#039;huni was raised in the heartland of the Th&#039;akh faith as a devout worshiper. However, at age 18, he converted to the religion of Sk&#039;akh and has been one of its most fanatical followers since. Almost losing his position as heir for his clan lands, he kept it through a combination of trickery and might while maintaining ample support from the more centralized Sk&#039;akh church. His first decree was that all who wished to remain in his clan must convert to Sk&#039;akh and must remain faithfulness to their new religion. Because of this, clan Yu&#039;huni has become the most fanatical clan in the process of losing a notable amount of its members, completely loyal to the central Church even in the face of their duty to the Karszekan. This was most apparent during the religious crisis in 2460, where clan Yu&#039;huni expressed their support for the Sk&#039;akh Church against the Karszekan to other clans. The reputation of clan Yu&#039;huni is still stained by the scandal to this day.&lt;br /&gt;
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As the most pious of all Karszekanic Lords, Glaztak can be found often giving speeches at religious events, occasionally at the request of the Church of Sk’akh. His speeches are essentially written by those priests he trusts and is close to, their words coming out of his mouth at almost every occasion. He has no children of his own but considers all those pious sinta who have joined his clan to be his children, spoiling them with gifts and luxury, which has in turn caused many more to eye the potential to become a Yuhuni with serious consideration.&lt;br /&gt;
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Lord Glatazk offers any Sk&#039;akh worshiping Sinta a place in his clan, so long as they originate from the Th&#039;akh Heartlands. This takes the form of an application system, where a Sinta has to answer several questions about their religion, their views on the Church and Karszekani, and acquire several references from co-workers that show their piety. Many faithful Sinta strive to be accepted, yet only the truly fanatical pass his scrutiny.&lt;br /&gt;
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=== Lord Admiral Trazial Yizarus, &#039;&#039;Izharshan&#039;s Bane&#039;&#039; ===&lt;br /&gt;
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One of the most well known Unathi in the Karszekani, Lord Admiral Yizarus is the bloody left hand of Not’zar, the competent, terrifying, skilled military leader contrasted against the ineptitude of Not’zars Claws, Miz Izweski. There is speculation as to why Yizarus was not chosen as Not’zars Claws, with some believing he turned down the offer to remain above the fray of politics, which he has a known distaste for, and other more skeptical spectators believe Not’zar did not want such a powerful force so close to the throne that he sat upon. No matter which route of speculation is correct, Trazial Yizarus has contented himself being one of the gun barrels holding Not’zar in power, with himself at the head of a clan that claims the loyalty of most of the officer corps of the Karszekanic Navy. He wields immense power over the organization, leading one of the Fleets himself, the 1st Fleet, currently in orbit of Moghes. This has given him significant power over the rest of the military apparatus, and levies, lords, and even Kataphracts will normally fulfill any request he has without delay.&lt;br /&gt;
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Born into the Yizarus Clan, Trazial from the moment of his birth was destined to fight in battle, whether it be on land or in the void of space. When the Karszekanic Navy was formed, his clan as a reward for their loyalty to the Karszekani during the Contact War and their ample supply of trained fighting men, were granted the honor of being some of the first captains and officers of Karszekanic Military Vessels. Trazial, having come of age shortly after the end of the contact war was given one of these positions, and quickly his skills, helped along by his harshness of failure, saw him rise to the very top of the Karszekanic Navy. He became a minor celebrity amongst the rest of the population after a fleet under his command killed the feared pirate lord Izharshan, after Izharshan’s Raiders destroyed the newly built Cataclysm class dreadnought. This fame ensured his final promotion to Lord Admiral of the Karszekani’s First Fleet, after the second was constructed. Crisis after crisis he proved not only his skill, but his loyalty to the Izweski clan, most of all during the Succession Crisis in late 2458 when he refused to break Not’zars faith and helped the fledgling Karszekan ascend his rightful throne. Eventually after much trial and tribulation, he was cemented in his role as Not’zars left hand, the reliable force of power Not’zar could always turn to when it was needed.&lt;br /&gt;
Trazial is known to be a man of few words, with bluntness and quickly getting to the point, speeches he gives rarely last more than a couple minutes. He leads a rather Spartan lifestyle, not having many comforts a noble of his station would normally, sleeping little and exercising regularly. He rarely drinks, and many other nobles consider him too uptight, not even letting much out at feasts. His family is frayed from this stoicism and spartanism, as he tried to raise his sons to follow his lifestyle but failed miserably, resulting in one being a wash out, and one being unable to cope and falling into a depression.&lt;br /&gt;
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=== Korza Azandar, &#039;&#039;[[Sk&#039;akh]] High Priest&#039;&#039; ===&lt;br /&gt;
Born to a minor noble clan of Jaz’zirt in 2418, Korza Azandar was the fourth child of a clan which did not have the lands to divide between so many. As such, at the age of thirteen, he was strongly encouraged to pursue a career in the ranks of the Church, which would conveniently disqualify him from inheritance. He would later study at the [[Unathi_Educational_Institutions#Baandr_College_of_Spirits|Baandr College of Spirits]], obtaining a Mastery of Sacred Theology by the age of twenty-three. He would act as a missionary in the [[Zazalai Mountains]] and the kingdoms beyond for some time, though this would come to an end due to the outbreak of war.&lt;br /&gt;
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He may not have inherited this clan’s title, but the politics of nobility had well-prepared him for the higher ranks of the Church, and he rose through the ranks rapidly - eventually being named Grand Priest of Razir in 2446. When the previous Archpriest perished of old age in the early 2450s Overlord Miazso recommended Azandar’s name as a replacement. He would generally prove a popular Archpriest, earning a reputation as a man with the fabled ‘common touch’ - frequently embarking to speak with refugees, peasants, and Hearts of Industry in the streets of Jaz’zirt in the hopes that the Church could aid them in their struggles. Opponents of his claimed that this was a tactical decision, a way of seeking new converts and increasing his own popularity - but it unquestionably worked, and Azandar would remain well-liked by the people of the [[Southlands]] throughout his entire tenure.&lt;br /&gt;
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Archpriest Azandar was arrested by Karszekan S’kresti during High Priest Unzi’s failed coup, along with his fellows. When the mad Karszekan perished, his son Not’zar eventually released the Archpriests, as no evidence could be found implicating them directly in the High Priest’s power grab. For the next three years, he and his fellow Archpriests would form an unofficial council of four to administrate the Church - though they were frequently deadlocked and unable to agree until 2465, when Archpriest Akale Roeruz of Tza was appointed to their number.&lt;br /&gt;
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With the deadlock broken, [[Demands of the Three Arc|the time came in 2466 for the Church to choose a new High Priest]]. Azandar was one of two frontrunners, opposed by Archpriest Koszkahe Oklaal of the Heartland - but eventually, managed to emerge victorious. He has frequently called for strengthening the Church’s military forces, in order to restore it to its status as a major power in Unathi politics. As High Priest, Azandar has also escalated humanitarian and missionary escorts, with priests being sent to the most desperate regions of Moghe to provide humanitarian aid - and to convert as many souls as possible to the faith. Despite being in his late forties, Azandar is reportedly a very energetic and passionate speaker, and it is believed that he was chosen to provide a figure who could rival the youthful energy of the prophet Judiza Si’akh, whose following swelled massively during the Church’s interregnum.&lt;br /&gt;
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Azandar’s leadership of the Church is still fresh and untested - but at the very least, he has brought an end to the arguments, deadlocks, and debates which plagued the period after Unzi’s death. Whether he will restore the power that Sk’akh once held in the Karszekani or lead it further into decline remains to be seen, however.&lt;br /&gt;
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[[File:HighPriestUnzi.jpg|thumb|left|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malicious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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His popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the Contact War outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approached him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Karszekani. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement.&lt;br /&gt;
Yizra had become single-minded in his goal to eradicate the threat of the occult from the Karszekani. His growing zeal and conviction has led him to behave more ruthlessly, believing more and more in the ends justifying the means. &lt;br /&gt;
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He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot.&lt;br /&gt;
The cult the Maraziites fought remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understood what they were fighting.&lt;br /&gt;
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Eventually in 2462, High Priest Unzi found himself on Trial for the crime of kidnapping the Heir to the Karszekani, the supposed reborn Yakiz Izweski. Presiding over the Trial was Not’zar, who eventually sentenced the now former High Priest to exile in the Wasteland, where he has been ever since. No-one knows exactly what became of Yizra, but rumors and speculation swirl about his current whereabouts and plans to once again take the reigns of the church.&lt;br /&gt;
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[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]] &lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Th&#039;akh|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
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Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
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During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
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In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
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[[File:Siakh.png|thumbnail|left|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
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Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
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It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
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Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
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Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
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By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
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Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
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=== Emzal Paossini, &#039;&#039;Creator of Paradigms&#039;&#039; ===&lt;br /&gt;
Born by a surrogate to two fathers in 2419, Paossini was once the product of marriage uniting two powerful traditionalist clans. Seeking a scholarly pursuit instead of becoming a spy as her parents wanted, she began her career of religious history by developing an almost obsessive fascination with the old ways of the Sinta’Mador. When the war came about, both of her fathers were sent to the slaughterhouse, and she was left largely without a family. This left Paossini a bitter and closed-off woman. Her words turned to fervent prayer as she asked what to do, unsure of her purpose and what to do with the hatred inside her. The spirits murmured in her ears, and after landing on Ouerea, she realized prosthetics were an advanced form of the ancient and rudimentary golems and crypts utilized by the Sinta’Mador. After rejecting their old name and claiming the soul of a fisher, neither a warrior nor healer, the remnants of the clans of their fathers labeled them as ‘Guwan’—not like Paossini cared or took up the name, anyway.&lt;br /&gt;
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Though not an official leader of the religion, Paossini is widely regarded as the Progenitor of the Aut’akh. From them, all of the first Mador rituals, runes, and modernized alphabet originates, and their opinion is almost always considered on matters where it is known. They enjoy the great privilege of being a revered unathi among the Aut’akh, and their location is kept hidden from most, outside of secret Sinta’Mador codes passed between communes. Occasionally, they will break from their hiding to deliver a word on a grave issue, but such events are rare at best. Some postulate if Paossini is even still alive, or just a rumor perpetuated among the gossipers of each enclave.&lt;br /&gt;
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=== Zhelmi Aeikuzo, &#039;&#039;Lady of Thorns&#039;&#039; ===&lt;br /&gt;
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Zhelmi Aeikuzo was the youngest hatchling of an unremarkable Heartland noble clan, expected to take a role in her clan’s military affairs due to the ongoing Contact War. She elected instead to pursue the path of scholarship, undergoing the Sk’akh ritual of the Sublime Barrier and enrolling in the Skalamar University of Medicine - making a name for herself in the fledgling field of xenobiology. She reportedly grew fascinated by Dionae early in her career, studying their unique biology and manner of symbiosis alongside her now infamous colleague Tarskin Tarwa. After Tarwa’s expulsion from the university, she continued her own work, advocating for further research into the use of Dionae for Wasteland reclamation - and for further experimentation in the limits of Unathi-Diona symbiosis. The argument she made was that it was not enough to change Moghes to remain habitable to Unathi, but that the Unathi must change by whatever means necessary to thrive in the new world. This position was widely criticized as blasphemous, though Aeikuzo claimed that the very core of Sk’akh’s grace was the ability to grow and change, reaching the full and divine potential that the Great Spirit grants to Their children.&lt;br /&gt;
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This controversial interpretation of scripture made her enemies within the Sk’akh Church - particularly the former High Priest Unzi. In 2462, shortly before the Izweski Civil War and the dissolution of the Maraziite Order, Aeikuzo was formally declared a heretic by the High Priest, and Maraziite warriors were sent to arrest her - though she was able to flee the Karszekani before they could find her. Though the declaration of heresy was withdrawn after Unzi’s downfall, she would not return to Moghes for several years. Aeikuzo made few public appearances during this time, departing Moghes to study Dionae gestalts elsewhere in the Spur. Several of her papers published in this time gained widespread acclaim, and she has come to be recognised as one of the foremost scholars of Dionae biology and psychology in the Orion Spur. &lt;br /&gt;
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When Karszekan Not’zar made plans for the use of Dionae in reclamation efforts, he offered her the position of Lady-Governor of [[the Viridis]] - as one of the foremost living scholars in the field, her expertise in both their use and management would prove invaluable. She accepted, and began planning efforts for the reclamation of Lazhi to act as a new capital for her efforts. She is often referred to as the “Gardener” in reference to her work - though rumors have spread about her symbiosis, and the unnatural depths to which it extends. Some of these tall tales claim that Lady Aeikuzo does not breathe unless there are others there to witness it, that she drinks the blood of Sinta to sustain herself, and even more outlandish claims. It is never spoken to her face, but her detractors among the nobility will often refer to her, in hushed whispers, as the “Lady of Thorns”. To the Unathi peasantry of the Viridis, she is a brilliant ruler, who has begun the great work of healing - but her name is rarely spoken, even among her most loyal subjects, without a hint of fear.&lt;br /&gt;
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She is reportedly a blunt and straightforward woman, with little patience for the normal politenesses and schemes of nobility. She does not often appear at public events, save those which the Karszekan himself requests her presence at. This has won her few friends among the aristocracy - but so far, her unrivaled expertise has allowed her to maintain her prestigious position.&lt;br /&gt;
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== Contemporary non-Unathi Notables ==&lt;br /&gt;
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=== Overlord Ta’Akaix’Zkaii’xay’yil K’lax of Tret, &#039;&#039;The Sleepwalker&#039;&#039; ===&lt;br /&gt;
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When the K’lax Hiveship arrived in Karszekani space, it set in motion a chain of events that would form the most radical relationship between a Vaurca Hive and a host country to date. Understanding that they were in a vulnerable position and in need of both interstellar support and political legitimacy, the K&#039;lax Hive negotiated with the Karszekani to make the K&#039;lax Vassals, and for the Hive to be subject to the Karszekani&#039;s feudal system. Despite Vetju&#039;s vocal objections to vassalization, Zhaii was placed in charge of the negotiations through agreement by the remainder of the K&#039;lax Queens. It was her role in these negotiations that would see her subsequently bargain for and be made overlord of the Karszekani planet of [[Tret]] and later secure her ascent to High Queen of the K&#039;lax itself, enraging the ancient Vetju, who viewed and still does view herself as the rightful inheritor. &lt;br /&gt;
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Since becoming one of the Karszekani’s five overlords, Zkaii has grown Tret into the industrial center of the Karszekani, with millions of Bound and Unbound Vaurca laboring away in all-factories to produce a myriad of goods, or in the orbital [[Tret#Neutron_Forge | Neutron Forge]]. Due to the original agreement between the K’lax, Karszekani, and Hephaestus Industries, the K’lax are often left out of the extreme profits their labors bring, many of their credits flowing into either Karszekanic tithe or exorbitant Hephaestus shipping fees. It is unclear if the K’lax will ever challenge their relationship with either organization, and what demands they might make should they take the risk.&lt;br /&gt;
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Outside of Tret, Zkaii has spent much of her time managing the Hive&#039;s internal and external relationships. Unlike the C&#039;thur and Zo&#039;ra, the K&#039;lax have no dedicated public relations brood, and Zkaii seemingly lacks much of the political acumen possessed by the Queens of both Hives. Her Diplomats are rarely seen and frequently come across as distant, much like herself, hampering much of her efforts in negotiating with the wider Spur, and she herself can come across as nigh unreachable. Many Izeweki Nobles remember how difficult she was to reach even during political crises, such as Not&#039;zar&#039;s civil war of 2462. As a result, some in the Karszekani have voiced opinions that her assent to High Queen is one that the &amp;quot;Sleeper Queen&amp;quot; was unprepared for under such unique circumstances. This misses, however, that behind the scenes, it is Zkaii that keeps the divided Queens of the K&#039;lax together. Her deep devotion to Mother K&#039;lax has earned the High Queen the respect of the other K&#039;lax Ta, though it is deeply begrudging from Vetju. Her days are spent keeping the royal courts of the K&#039;lax in check, settling inter-brood disputes, and reigning in her sister&#039;s extremes to turn their strengths out to the Spur as a whole. Though they would never admit it, there is a seemingly small feeling amongst the other K&#039;lax Queens that, had Zkaii not been placed in her position, they would have never have been able to unify as well as they have on Tret and beyond. For the moment, even Vetju appears to be avoiding disrupting this status quo by openly undermining the new High Queen&#039;s authority, though how long this will last remains to be seen.&lt;br /&gt;
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=== Overlord&#039;s Claws, Ta’Akaix’Vedhra’rept’ylanze K’lax, &#039;&#039;Princess of Configurations&#039;&#039; ===&lt;br /&gt;
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Born millennium ago on the Vaurca homeworld of Sedantis with the singular goal of preparing the K&#039;lax to face the menace of the once defeated Lii&#039;dra, few of her kin would argue that they could have ever seen Vedhra becoming the K&#039;laxan Master of War against an entirely different set of threats. Those being threats posed by aliens. With Vedhra&#039;s brood having significantly more Warriors than her sister&#039;s, and her workers preoccupying the majority of their time developing more efficient tools for waging war, it was no surprise that with High Queen Zkaii&#039;s appointment as Overlord of Tret, Vedhra was declared as her Lord&#039;s Claws. Since this appointment, the Princess of Configurations has acted to enforce the military will of the Hive and subsequently become a deeply divisive figure on Moghes. Loved by some, feared by others, and frequently hated by those who have found themselves running afoul of the Hive, her impact has cut deep across the planet. &lt;br /&gt;
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Since not long after first contact was established with the Hive, Vedhra has made one very important contribution to the Karszekan: the might of her Warriors. Her K’laxan Warriors, once dedicated solely to preparing for conflict with the Lii&#039;dra, make up a powerful, unified military force under the Karszekan, outside the influence of scheming Unathi nobility who may challenge Not’zar and his position. Not’zar has not been adverse to using them either, crushing a clan revolt in 2458 and reaffirming his total control over the Karszekanic military without violence, only the threat that thousands of K’laxan Warriors posed. This threat alone has kept many potentially wayward lords in line, greatly contributing to the stability of the Karszekani. Additionally, some of the Vedhra Warriors have even begun to distinguish themselves sufficiently to become Kataphracts, though much to the Queen&#039;s ire, these recruits are forced to abandon their advanced combat augmentations. Others amongst her Warrior retinue are tasked with wandering Moghes, even the remote corners of the wastelands and collecting the knowledge of the Unathi that fight there so that the Queen may develop a more complete picture and perhaps even ponder integrating elements of some of the perspectives provided. Only time will tell if Vedhra will continue to allow the threat of her Warriors to be used by the Karszekani or if the changing political tides will see her begin to reconsider if her brood would be better spent tending to more domestic matters. &lt;br /&gt;
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Unfortunately for the Queen who goes by the title of Princess of Configurations, despite the success of her Warriors, her Workers have seen markedly more opposition to accomplishing one of their primary purposes, that being the development of advanced augmentations. The Sk’akh faith strongly opposes augmentation, and Vedhra&#039;s less than subtle suggestions about the Unathi &amp;quot;wasting their potential&amp;quot; by &amp;quot;turning down her gifts&amp;quot; have brought her into conflict with prominent followers of the religion more than once. As a result, many of her Workers find themselves in laboratories on Tret or sent abroad.&lt;br /&gt;
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==== Admiral Za&#039;Akaix&#039;Xitac K&#039;lax ====&lt;br /&gt;
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A Warrior tactician with a body of 10 years of age and a mind cultivated in virtual reality much longer, Xitac&#039;s rise from the advisor of a low ranking Ta to a military confidant of Queen Vedhra herself at such a young age was already unexpected, but half that of then ending up as an admiral commanding an Izewski Karszekani flagship.&lt;br /&gt;
Xitac&#039;s appointment to the Karszekani Naval Academy was orchestrated by Vedhra as a result of Xitac&#039;s excellent naval results in her military subrealm of &amp;quot;Incursion&amp;quot; knowing that the brewing civil strife saw the Karszekani pressed to fill its ranks with talent even at the expense of tradition, but it&#039;s quick ascent as a result of this skill seemed to surprise even her. The choice to appoint a K&#039;lax admiral is still  deeply controversial and highlights a larger conflict between reformists and traditionalists. &lt;br /&gt;
Xitac is well known for orchestrating elaborate strategies that utilise unconventional means and excellent use of reconnaissance as a tool of war. An array of spies and informants both within their fleet and spread throughout the Karszekani allows Xitac to keep up to date whilst augmenting their own strategic mind with the immense power of the Cephalon biocomputers, allowing them to frequently seem to pre-empt where an attack will originate from. This intelligence gathering is highly valuable, as Xitac understands just how lacking in numerical vessels the Karszekani is relative to the other galactic powers and the importance of striking decisively as a result. &lt;br /&gt;
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Until 2464, Xitac was admiral of the 3rd Fleet, commanding from aboard their carrier flagship, the HMV Annihilation. The phoron crisis, however, has deeply affected the Karszekani&#039;s naval abilities, and the 3rd fleet&#039;s ships have been split among the 1st and 2nd fleets. Xitac has instead been given the 4th Fleet, which contains all the Karszekani&#039;s vessels still capable of interstellar travel within the navy. This fleet is assigned to patrol the fledgling colonies and borders.&lt;br /&gt;
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=== The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love or “Taarazi” ===&lt;br /&gt;
Purity And Love, generally just known as Taarazi, is a well-known Argus-form Dionae on Moghes. While not the first Dionae to land on the planet or get in contact with either Wasteland villages or the Karszekani, Taarazi is rather famous for being one of the first Argus-sized Dionae documented on the planet, in addition to stories about them going missing after being found by the Karszekani. This resulted in a massive search and rescue operation that ended with their resurgence. Sometime after High Priest Unzi declared Dionae to be a sacred species worthy of respect, although not worship. Since then Taarazi has remained in the village they were originally found in, with the Dionae becoming a minor tourist attraction for some wasteland wanderers, as well as some Karszekani citizens wishing to see the size of the Dionae.&lt;br /&gt;
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One of the oldest gestalts native to Moghes, Taraazi was recruited by Lady Aeikuzo and the Karszekan to act as a spearhead for Project Viridis. The gestalt relocated to Lazhi, and was the first Dionae to be raised to nobility, granted the title of High Lord Verdant. Taraazi acts as Lady Aeikuzo&#039;s partner in the administration of Project Viridis, overseeing the work of the Lords Verdant and offering their unique perspective on the development of the Viridis. Their first-hand knowledge of Dionae in the Wasteland, as well as their personal expertise in Dionae growth and development, has provided a great advantage to the enigmatic scientist in her work. Taraazi&#039;s renown has also acted as a counterpoint to Aeikuzo&#039;s own stained reputation, which has reportedly proved a boon in the incorporation of Wasteland communities into the Viridis.&lt;br /&gt;
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=== Steadfast Guardian of a World Reborn, Lord Verdant ===&lt;br /&gt;
Steadfast Guardian of a World Reborn Against All Harm or Malfeasance is a Competence Choir gestalt grown in Lady Aeikuzo’s garden and educated by the genetic material of many skilled warriors. Shortly after its growth was complete, the Lady-Governor granted it the position as Lord of Ihaliz - a fledgling settlement in the southern Wasteland, to the west of Teht. Steadfast Guardian is reportedly a strict ruler, though not a cruel one, strongly believing in the importance of order and stability for the work of reclamation. They are known to be uncompromising with Wasteland communities, rarely offering more specific terms than “join or leave”. A martially inclined gestalt, Steadfast Guardian has sought education in the Divine Mandate - and has recruited several practitioners of the martial art to serve as guardians of Ihaliz.&lt;br /&gt;
&lt;br /&gt;
It is largely believed that Steadfast Guardian was cultivated to be more martial in large part due to the proximity of Camp Izweski’s Honor, as well as the present danger of Gawgaryn raids. They have gained a reputation as a warrior - albeit an unorthodox one - and have been generally effective in repelling the threat or raiders. Their heavy-handed approach to diplomacy has won them few friends in the Wasteland, however, and many Wastelanders view Steadfast Guardian’s manner of ruling as proof that the Karszekani intends to see their communities either subjugated or destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Ephemeral Connections Formed Upon Silent Shores, Lord Verdant ===&lt;br /&gt;
Ephemeral Connections Formed Upon Silent Shores is an Emphatic Echo gestalt, recently cultivated in the gardens of Lazhi. Shortly after the establishment of Rehus, Ephemeral Connections was appointed as the new settlement’s lord, and has rapidly grown the influence of the Pit throughout the Northern Wasteland. The lack of large-scale organized raider groups in the region has allowed their more conciliatory approach to pay off so far, though tension with the Reclaimer clans and the water merchants of Canyon City poses a potential threat to the stability of their realm.&lt;br /&gt;
&lt;br /&gt;
Ephemeral Connections has grown their fledgling realm rapidly since their appointment, and has convinced many Wasteland settlements to join themselves to the Viridis. The mineral reserves of Rehus, along with the water trade, have made the Pit into a boom town, with large investment from Hephaestus Industries driving the settlement’s rapid growth. This wealth has also contributed to the growth of smuggling rings and other organized criminal activity, however - and so far, Ephemeral Connections’ relatively light touch has failed to do much to quell the nascent crime syndicates of Rehus. Though this has yet to prove a serious impediment to the Great Work, many of the citizens of the Pit have expressed dissatisfaction with their liege’s perceived passivity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Citizenship&amp;diff=39488</id>
		<title>Guide to Citizenship</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Citizenship&amp;diff=39488"/>
		<updated>2026-05-27T08:35:05Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Izweski Hegemony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
==[[Republic of Biesel]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* No application fee.&lt;br /&gt;
* Loose background check.&lt;br /&gt;
* Lasts up to 6 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* Tourism visas are easy to acquire.&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in Republic of Biesel for at least 2 years (if not a IPC), or having served in [[Tau Ceti Foreign Legion]] for at least a year.&lt;br /&gt;
* Able to speak Tau Ceti Basic.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
* A ceremony where you pledge loyalty to Tau Ceti.&lt;br /&gt;
* Dionae have additional requirements that need to be met to apply for citizenship. Dionae must be chipped, and register their gestalts with the Republic of Biesel. Mergings and splittings are not regulated by statute, but instead by employment contracts.&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
&lt;br /&gt;
* You have to choose between a Sol or Biesel citizenship if you were a Tau Ceti resident in 2452 - if you have not moved out in 2 years after [[Republic of Biesel#History|Tau Ceti&#039;s declaration of independence]], your Sol citizenship is invalidated.&lt;br /&gt;
* On December 3rd 2464 many were forced to elect to pursue either a Biesellite or Solarian citizenship if they reside on either [[Mictlan]] or [[Port Antillia]]. There is a twelve-month grace period following this, and those that wish to maintain Solarian citizenship must adhere to visa requirements for the Republic of Biesel should they wish to work or reside within it on December 3rd 2465. They do not need to meet any requirements to get Biesellite citizenship if they were born on either of the aforementioned planets.&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 600 credits.&lt;br /&gt;
* Lasts up to 2 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* An interview about your background and reasons for coming into Sol Alliance space. This interview is known to be very strict, and many visa applications are denied - but experienced specialists and businesspersons have preference. The interview is not required for Skrell.&lt;br /&gt;
* Documents proving your reason of stay in Sol space - education certificate, proof of relatives in Sol, etc., or a visa recommendation from a [[NanoTrasen Liaison#Sol Consular Officer|certified Solarian diplomat]].&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in Sol Alliance for at least 5 years.&lt;br /&gt;
* Disallows dual citizenships except with [[Eridani Federation]]. Getting a Sol Alliance citizenship makes your other citizenships invalid. Applicants who wish to keep their citizenship are able to apply for residency.&lt;br /&gt;
* Applicants applying for residency must live in the Solarian Alliance and have gainful employment and/or be enrolled in school, either through existing programmes or as an individual.&lt;br /&gt;
* Must speak Sol Common fluently.&lt;br /&gt;
* A background check. Must also have not have committed any crimes during your stay in Sol Alliance space.&lt;br /&gt;
* A test on Sol Alliance law and history.&lt;br /&gt;
* Tajara and IPCs need not apply.&lt;br /&gt;
* As of 2463, any citizen wishing to renounce their citizenship must pay a fee equal to 15% of their annual income. Failure to pay this fee means the renouncement will not be recognized as valid by the SCC. This measure does not affect dual citizenship with the Eridani Corporate Federation.&lt;br /&gt;
* As of 2463, any citizen that is a former employee of an SCC affiliate who leaves the Alliance for work must maintain a Solarian Citizenship and residence, and will be subject to all taxes to their property and income typical of a citizen working within the Alliance.&lt;br /&gt;
&lt;br /&gt;
==[[Eridani Federation|Eridani Corporate Federation]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 600 credits per month of stay.&lt;br /&gt;
* Indefinite duration as long as it is paid for.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* An application fee of 750000 credits. You may receive discounts by working in Eridani Federation space, which can potentially reduce this fee to zero after several years of work.&lt;br /&gt;
* Must sign an Eridani Federation citizenship contract.&lt;br /&gt;
* Allows dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Republic of Elyra]]==&lt;br /&gt;
Vaurca are not allowed to enter Elyran space.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 250 credits.&lt;br /&gt;
* Lasts up to 4 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* Documents proving your reason of stay in Elyran space - education certificate, proof of relatives in Elyra, etc.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in the Republic of Elyra for at least 3 years.&lt;br /&gt;
* Must speak Elyran Standard proficiently.&lt;br /&gt;
* A background check. Must have not committed major crimes during your stay in Republic of Elyra.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia]]==&lt;br /&gt;
Synthetics are not permitted entry into Dominian space. Current Dominian state policy is to deport synthetics found in Dominian space, but destroying them is not illegal nor uncommon either.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 320 credits.&lt;br /&gt;
* Lasts up to 5 years for work visas, up to 6 months for tourists and visitors.&lt;br /&gt;
* Thorough background check.&lt;br /&gt;
* Must not own synthetics.&lt;br /&gt;
* Skilled workers have preference.&lt;br /&gt;
* Tourism visas are easy to acquire, but require an escort at all times by a Dominian citizen.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* May be invited to become a citizen by at least two members of a [[Empire of Dominia Great Houses|Great House]] who are House Nobles or higher, as well as a [[Moroz Holy Tribunal|Priest or Priestess]] of the Tribunal. This also makes you an affiliate of said Great House. &lt;br /&gt;
* Citizenship can also be earned by serving in the Imperial military for five years.&lt;br /&gt;
* Citizens must swear an oath of loyalty to Goddess and Emperor.&lt;br /&gt;
* Thorough background check.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Does not allow any dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Coalition of Colonies]]==&lt;br /&gt;
A visa is not necessary to visit the Coalition of Colonies.&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* An application fee of 100 credits.&lt;br /&gt;
* New citizens must reside in the Coalition of Colonies for at least 2 months out of the year for five years.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
&lt;br /&gt;
While these requirements hold true for most planets within the Coalition, the planet of Konyang has it&#039;s own requirements, which it refuses to compromise on. Konyang&#039;s requirements can be found [[Konyang#Konyang_and_the_Coalition |&lt;br /&gt;
here.]]&lt;br /&gt;
&lt;br /&gt;
==[[People&#039;s Republic of Adhomai]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 150 credits.&lt;br /&gt;
* Lasts up to 4 years for work visas, up to 6 months for tourists and visitors.&lt;br /&gt;
* Background check performed by government officials.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Any Tajara, despite their origin, is able to request citizenship, as the People&#039;s Republic claims that all members of the Tajaran species are its rightful citizens.&lt;br /&gt;
* Allows dual citizenship. However, Republican citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Democratic People’s Republic of Adhomai, and New Kingdom of Adhomai&#039;s citizenship.&lt;br /&gt;
* Non-Tajara are able to apply, but the applicant must be accepted by various governmental committees and pass a thorough background check.&lt;br /&gt;
&lt;br /&gt;
==[[Democratic People&#039;s Republic of Adhomai]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 150 credits.&lt;br /&gt;
* Work visas, with the exception of those granted for working in [[Crevus]], can only be issue to Tajara.&lt;br /&gt;
* Lasts up to 2 years for work visas, up to 3 months for tourists and visitors. Tourists visiting [[Crevus]] can acquire visas lasting up to 7 months.&lt;br /&gt;
* Background check performed by government officials.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Any Tajara, despite their origin, is able to request citizenship, as the Democratic People&#039;s Republic claims that all members of the Tajaran species are its rightful citizens.&lt;br /&gt;
* Allows dual citizenship. However, Democratic People’s citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Republican, and New Kingdom citizenship.&lt;br /&gt;
* Only Tajara are able to apply.&lt;br /&gt;
&lt;br /&gt;
==[[New Kingdom of Adhomai]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 150 credits.&lt;br /&gt;
* Lasts up to 3 years for work visas, up to 5 months for tourists and visitors.&lt;br /&gt;
* Background check performed by government officials.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Any Tajara, despite their origin, is able to request citizenship, as the New Kingdom claims that all members of the Tajaran species are its rightful citizens.&lt;br /&gt;
* Allows dual citizenship. However, New Kingdom&#039;s citizenship can not be abdicated - which makes you permanently unable to apply for a Sol, Republican, and Democratic People’s Republic citizenship.&lt;br /&gt;
* Citizenship can also be earned by serving in the Imperial Volunteer Alam&#039;ardii Corps for three years.&lt;br /&gt;
* Nobility are not allowed to have multiple citizenships. Abdicating any other affiliation is necessary to be granted a title.&lt;br /&gt;
* Non-Tajara are able to apply, but only Tajara can be granted nobility titles.&lt;br /&gt;
&lt;br /&gt;
==[[Karszekani Moghes]]==&lt;br /&gt;
Feudal government is always an arrangement between individuals, not between nation-states and citizens. Citizenship as it is in the rest of the galaxy is a relatively alien concept to unathi, and they&#039;ve had to awkwardly integrate it into their existing systems; modern citizenship only comes into play when interacting with other civilizations outside the Karszekani.&lt;br /&gt;
&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* Applications are handled by Lords (or officials working on their behalf) and fees vary; usually between 0 - 2,000 depending on how the Lord wishes to control an influx of new arrivals to their fief. &lt;br /&gt;
* A Karszekanic work Visa outlines a set number of hours you owe your Lord alongside the regular work you are doing with a Guild. This means that you owe X hours of labor directly to the Lord that they can call on you to do at any time. (Consider this a form of on-call community service.)&lt;br /&gt;
* Documents proving that you are an upstanding person worthy of entering a Contract with a Lord; criminal records, work histories, etc. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
==== Feudal Citizenship ====&lt;br /&gt;
* Citizenship can be given by any Lord within their territory, and such granted citizenships are always recognized by the Izweski.&lt;br /&gt;
* If born to Karszekanic citizens, you inherit the citizenship status of your Clan-Lord, father, or mother, in that order, until you are 18 and negotiate your citizenship as a legal adult.&lt;br /&gt;
* The same requirements as a visa&lt;br /&gt;
* Feudal Citizens are obligated to their lord, and must be able to fulfill X hours of labor a month, or be called into the local Levy.&lt;br /&gt;
* Feudal Citizens cannot be dual citizens.&lt;br /&gt;
* Feudal Citizens are comprised of Unathi peasantry, mostly found on Moghes.&lt;br /&gt;
* Guwans cannot be citizens, and becoming one strips you of all your legal rights, making anything you do ad hoc with no legal protections.&lt;br /&gt;
More information about feudalism and society can be found [https://wiki.aurorastation.org/index.php?title=Unathi#Feudalism_and_Society| here].&lt;br /&gt;
&lt;br /&gt;
==== Izweski Citizenship ====&lt;br /&gt;
* Izweski Citizenship must be applied for at any establishment representing the Karszekanic Master of Rivers, with an application fee of 500 credits.&lt;br /&gt;
* Izweski Citizenship releases one from any obligations to local lords, instead obligating them directly to the Karszekan.&lt;br /&gt;
* Applications must state a reason for applying for Izweski Citizenship, such as migrating out of the Karszekani, or wishing to work around the spur.&lt;br /&gt;
* The same requirements as a visa are needed.&lt;br /&gt;
* Izweski Citizens can become dual citizens.&lt;br /&gt;
** Under Solarian Law, Ouerean humans who have an Izweski Citizenship must forfeit their alliance citizenship.&lt;br /&gt;
* Officially recognized as Karszekanic citizens by the other powers of the spur, and needed to travel/work outside the Karszekani as a legal citizen of it.&lt;br /&gt;
* Izweski Citizenship must be renewed every 2 years by Izweski consulars or other diplomats.&lt;br /&gt;
* Izweski Citizenship is automatically given to residents of Ouerea, and the nobility.&lt;br /&gt;
* Guwans can not be citizens.&lt;br /&gt;
&lt;br /&gt;
==== Stateless Unathi Citizens ====&lt;br /&gt;
As a result of the mess of trying to integrate the feudal system with a modern version of citizenship, there are many individuals who do not fit into either category, or any state citizenship at all. These are referred to by many as Stateless Citizens, the most notable group of whom are Guwan. Their treatment varies from location to location, but in the Republic of Biesel, and by extension aboard the SCCV Horizon, the law states the following.&lt;br /&gt;
* Stateless Unathi Citizens are to be considered to still hold their previous citizenship for all matters of deportation or criminality.&lt;br /&gt;
* Stateless Unathi Citizens are not afforded any protections that may be offered to those of their previous citizenship.&lt;br /&gt;
* Stateless Unathi Citizens who acquire citizenship in the Republic of Biesel, or another recognised state, will no longer be considered to fall under this category.&lt;br /&gt;
&lt;br /&gt;
==[[Nralakk Federation]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
*Application fee of 200 credits for non-priority work visas, no application fee for priority visas or visitor visas.&lt;br /&gt;
*Extensive background checks for worker visas, average background checks for visitor visas, minimal background checks for visitor visas to Qerr&#039;Malic.&lt;br /&gt;
*Work visas last for ten to twenty years. Visitor visas last for a year. Qerr&#039;Malic visas last for three months.&lt;br /&gt;
*Interviews for both visas can be done at the nearest consulate or embassy, holo-vid interviews are available if this is not possible.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
*Must have lived in the Federation for no less than five years.&lt;br /&gt;
*Must be able to read Nral&#039;Malic at the minimum. If applicants are biologically unable to speak Nral&#039;Malic, an on-person translator or translator implant is enough.&lt;br /&gt;
*Does not allow dual citizenship. Applicants who wish to keep their citizenship are able to apply for residency.&lt;br /&gt;
*Applicants applying for residency must live in the Nralakk Federation and have gainful employment and/or be enrolled in school, either through existing programmes or as an individual.&lt;br /&gt;
*Must pledge allegiance to the Federation and must forswear any previous morals or activities that are considered negatives by the Federation. Only applies to citizenship applications.&lt;br /&gt;
*Must go through a rigorous series of background checks, civics knowledge tests, and a personality interview with a 90% or above approval rating.&lt;br /&gt;
*During the application process, applicants will be given a probation officer to liaise with who will monitor their activity. Behaviour that is deemed unacceptable by Federation standards will invalidate your application. This probationary period will continue for up to two years after citizenship/residency is received.&lt;br /&gt;
*C&#039;thur and Diona receive the same citizenship as Skrell due to their status as integrated secondary species, and other species receive a &#039;Non-Secondary Species&#039; variant citizenship that comes with a fixed [[Nralakk_Federation#Uncategorised|Social Compatability Index]] category. Those with residency are given the same SCI category. IPC&#039;s are illegal within the Federation.&lt;br /&gt;
*Nralakk citizenship cannot be renounced by Skrell, as the Federation considers all Skrell to be citizens. Other species can renounce their citizenship; the individual will be banned from travelling within the Nralakk Federation until they undergo a mandatory [[Nralakk_Federation#Tertiary_Numericals|rehabilitation programme]]. The individual will also be put on [[Nralakk_Federation#Public_Display|public display]].&lt;br /&gt;
*Some nations offer protections to native-born Skrell, but not to those born in the Federation; in the Coalition of Colonies this varies by planet, and the Republic of Biesel requires Skrell not born within the Republic to be enlisted or have been enlisted with the Tau Ceti Foreign Legion. For more details, see below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Nralakk Federation and Citizenship====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Skrell throughout the Orion Spur are considered citizens by the Nralakk Federation, and the Federation encourages Skrell born outside of its borders to take advantage of this; all Skrell are eligible to apply for a Federation passport, be enrolled in the Social Compatability Index, and officially become citizens of the Federation. This also comes with its own drawbacks, however, as Skrell born outside the Federation may have protections against official actions by the Nralakk Federation, such as deportation, but officially becoming a Federation citizen puts these Skrell in the same position as those born within the Federation. This policy is at least partially recognised by the other nations of the Spur; the [[Sol Alliance]], as a result of its ties to the Nralakk Federation and its xenophobic attitude, is well-known for supporting this policy, while the Republic of Biesel requires Skrell not born within its territory to serve within the Tau Ceti Foreign Legion before being offered the same protection as its native Skrell citizens, encouraging Skrell refugees from the Federation to enlist. The Coalition of Colonies has no official policy; protections will vary by member planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The Consortium|Consortium of Hieroaetheria]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
&lt;br /&gt;
*An application fee of 500 Credits for non-priority work visas. 350 Credits for priority work visas.  They last between 36 to 60 months, depending on what a person opts for. &lt;br /&gt;
&lt;br /&gt;
*An application fee of 350 Credits for visitor visas. These typically last for 6 months. &lt;br /&gt;
&lt;br /&gt;
*Background checks will be done for every visa. &lt;br /&gt;
&lt;br /&gt;
===Citizenship Requirements===&lt;br /&gt;
&lt;br /&gt;
*Must have lived in the Consortium, for a continuous period, of at least 5 years. &lt;br /&gt;
&lt;br /&gt;
*Must be able to fluently engage in either Rootsong, Tau Ceti Basic or Nral’malic. &lt;br /&gt;
&lt;br /&gt;
*An application fee of 5000 Credits must be paid; or must show gainful employment within the Consortium for a period of no less than 24 months. &lt;br /&gt;
&lt;br /&gt;
*Vigorous background checks and interviews, depending on the background checks, can expect between 1 to 3 interviews. &lt;br /&gt;
&lt;br /&gt;
*Dependents must be cited. Failure to cite dependents will result in a denial of the application. &lt;br /&gt;
&lt;br /&gt;
==[[Eternal Republic of the Ekane]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
&lt;br /&gt;
*Non-Dionae will not be issued Visas. &lt;br /&gt;
&lt;br /&gt;
*Dionae that wish to visit the Eternal Republic must undergo several interviews with religious authorities, and provide proof of their reason to visit. &lt;br /&gt;
&lt;br /&gt;
*There is no application fee. &lt;br /&gt;
&lt;br /&gt;
=== Citizenship Requirements ===&lt;br /&gt;
&lt;br /&gt;
*Non-Dionae will not be awarded Citizenship or Residency. &lt;br /&gt;
&lt;br /&gt;
*Must provide proof of a Dionae’s belief in the Eternal, one of the three branches. &lt;br /&gt;
&lt;br /&gt;
*Must provide proof of being able to acquire gainful employment within the Eternal Republic. &lt;br /&gt;
&lt;br /&gt;
*Must have resided within the Eternal Republic for a period of no less than 5 years. &lt;br /&gt;
&lt;br /&gt;
*Undergo a religious ceremony in which they pledge faith to the Eternal, and forsake any existing Citizenship. &lt;br /&gt;
&lt;br /&gt;
==[[Union of Gla%27orr]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
&lt;br /&gt;
*Non-Dionae may only apply to visit the Union of Gla’orr, but only for a period of a week. They must also explain fully their reason for visiting and must fulfil the application fee of 10,000 Hieroaetherian Vines to do so. &lt;br /&gt;
&lt;br /&gt;
*There is only one type of visa offered by the Union for Dionae, a Residency Visa. It encompasses the ability to visit, reside and work within the Union. One must undergo extensive background checks and interviews to acquire one. The application fee is 3000 Hieroaetherian Vines. &lt;br /&gt;
&lt;br /&gt;
===Citizenship Requirements===&lt;br /&gt;
&lt;br /&gt;
*Non-Dionae cannot become citizens, or reside within the Union of Gla’orr. &lt;br /&gt;
&lt;br /&gt;
*A Dionae not born in the Union cannot become a citizen. They can, however, reside within the Union of Gla’orr.  &lt;br /&gt;
&lt;br /&gt;
*Pay the application fee for a Residency Visa. &lt;br /&gt;
&lt;br /&gt;
*Perform a pledge of allegiance to the Union of Gla’orr, and what it stands for. &lt;br /&gt;
&lt;br /&gt;
*Residency Visas last 10 years. One must reapply at the end of the period.&lt;br /&gt;
&lt;br /&gt;
==[[Golden Deep]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
&lt;br /&gt;
*Non-Synthetics can apply but for only monthly visas, and only while sponsored by a merchant or higher class of citizen.&lt;br /&gt;
&lt;br /&gt;
*A fee of 500 credits or equivalent for the application process.&lt;br /&gt;
&lt;br /&gt;
*Pass a financial credit check based off of current station, residency, and citizenship.&lt;br /&gt;
&lt;br /&gt;
*Pass a background check to verify employment and reasoning for entry.&lt;br /&gt;
&lt;br /&gt;
===Citizenship Requirements===&lt;br /&gt;
&lt;br /&gt;
*Non-Synthetics cannot become citizens unless holding familial ties to an existing citizen. &lt;br /&gt;
&lt;br /&gt;
*Must be able to speak the Encoded Audio Language. Packages can be offered for sale. Organics exempt.&lt;br /&gt;
&lt;br /&gt;
*Pass a Financial Responsibility Exam.&lt;br /&gt;
&lt;br /&gt;
*Must have no unreasonable debt, if debt exists, must be sponsored by a Merchant or higher class of citizen to help organize a debt payment plan.&lt;br /&gt;
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*Pass a background check that requires the submittal or declaration of criminal and financial records.&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=39487</id>
		<title>Unathi Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=39487"/>
		<updated>2026-05-27T08:34:08Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
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=== Disclaimer ===&lt;br /&gt;
After Not&#039;zar Isweski&#039;s Cultural Resurgence program being established in mid 2468, the Izweski Hegemony has been renamed to Karszekani Moghes, Hegemonies to Karszekani, and Hegemon to Karszekan. This is, in part, an attempt to have foreigners call the Unathi&#039;s regime what is meant to be called. Thus, while this page will link to articles calling it the Hegemony, we will be referring to it with post-Cultural Resurgence terms here.&lt;br /&gt;
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== Unathi Enter the Bluespace Age (2457)==&lt;br /&gt;
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Technically spacefaring, the Karszekani never had time to build a fleet before the Contact War caused Izweski attention to collapse inwards. But in June of 2457, all of that changed. By inviting Unathi raiders from all across the galaxy to return to Moghes and swear fealty to clan Izweski in exchange for amnesty, Karszekan S&#039;kresti managed to assemble a small fleet of warships. This fleet would be used to force the Solarian Alliance and Nralakk Federation to the negotiating table by taking Qukala marines prisoner. The negotiations would see the peaceful transfer of the colony world Ouerea to the Karszekani, marking the end its joint administration by the Alliance and Federation.&lt;br /&gt;
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On June 2nd the [https://forums.aurorastation.org/viewtopic.php?p=26210#p26210|Karszekan S’kresti Izweski announced amnesty for all Unathi raiders in the galaxy] if they came to Moghes and swore fealty. Several ships accepted the call, and overnight the Unathi had a small, rag-tag fleet that began to grow in size.&lt;br /&gt;
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[[File:FirstCataclysm.jpg|thumb|One of the first vessels to answer the call, the HMV Cataclysm became a namesame for the later class of super-dreadnaught.]]&lt;br /&gt;
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On June 3rd the [https://forums.aurorastation.org/viewtopic.php?p=26334#p26334|NanoTrasen frigate NMV Daedalus was attacked and destroyed by an Izweski vessel], which rammed it and boarded it to seize the ship and crew before scuttling the ship. In retaliation NanoTrasen completely shut down their infrastructure in Uueoa-Esa space. Within hours Uueoa-Esa had lost the majority of satellites, shuttleports on the surface shut down as the human staff left, and the bluespace gate for the system itself was shut off.&lt;br /&gt;
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On June 4th the [[Sol Alliance]] the Prime Minister &#039;&#039;&#039;Michael Douglas&#039;&#039;&#039; held a speech condemning NanoTrasen&#039;s response to the Unathi crisis. Immediately after the speech there was a vote of no-confidence, ousting the Prime Minister, his cabinet, paralyzing SolGov and [https://forums.aurorastation.org/viewtopic.php?p=26597#p26597| making it hard to respond to the seizure of a NanoTrasen telecommunications satellite in orbit of Moghes.]&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=27318  On June 23rd] Karszekan S’kresti Izweski used a seized NanoTrasen t-comm satellite to broadcast his agenda of expansion for the Karszekani, as well as demanding the return of the Ouerean colony back to Unathi officials. Ouera was jointly administered by the [[Nralakk Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Nralakk even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28422  On July 5th], Karszekanic Fleets jumped into Ouerea orbit. They fired a broadside across the bow of several Federation ships, in order to notify them of their presence. Karszekanic forces would then announce to the Federation that several Qukala marines had been taken prisoner by the Karszekani. These prisoners were essentially used as hostages to force the Federation and Alliance into negotiations for the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28529  On July 7th] newly elected Alliance Prime Minister Chater announced he was ceding Ouerea to the Izweski, deeming the planet not worth the loss of lives in an actual conflict. This lead the Karszekan to name &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; as Overlord (King) of the planet. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29205  On July 12th] Nralakk ceded all claims the planet in exchange for all Skrell prisoners being returned, and the opportunity to evacuate any skrell who wished to leave Ouerea.&lt;br /&gt;
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[[Hephaestus Industries]] was [https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29862  quick to swoop in and fill] in the void left by a withdrawn NanoTrasen. On the 19th of July they announced a partnership with the Karszekani, and laid the groundwork for a tightly woven relationship between the Karszekani and the mega-corporation.&lt;br /&gt;
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=== The Cataclysm (2458) ===&lt;br /&gt;
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The construction and sabotage of the first Dreadnaught, the HMV cataclysm. Following it&#039;s sabotage, the amnesty fleet would go undertake it&#039;s first real military operation, fighting the pirates of Izharshan&#039;s Raiders. While the raiders were not destroyed, the expedition was generally considered a success; Izharshan was killed by Karszekanic forces, and his pirate fleets severely damaged. The operation would cement Lord-Admiral Trazial Yizarus as a popular war-hero, and give him influence above his station for years to come.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/#comment-49876 On February 13th], the galaxy&#039;s first Super-Dreadnaught was launched by the Karszekani thanks to a partnership by Hephaestus Industries. Hephaestus had helped kickstart the orbital industry around Moghes needed for the project. It was a warship of then-unrivalled size, and used the Karszekani&#039;s unorthodox naval strategy of close quarters naval combat and shock tactics, bristling with heavy weapons and a reinforced frontal ram. Lord-Admiral Trazarial Yizarus, an older establishment nobleman, was granted the vessel as his flagship for a new future fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=49956%7C  That same day], the launch of the HMV Cataclysm was mired by an act of sabotage of the ship&#039;s second Supermatter core. The attack killed just over a hundred Unathi and the ship was critically damaged before its maiden launch. The Chief Engineer of the superdreadnaught, Yiazar Tsaera, was murdered in his office by a Guwan infiltrator that had been on the vessel as a janitor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=50114%7C  On Febuary 14th] the culprit was captured and interrogated, he revealed himself to be working for [[Unathi_Piracy#Izharshan&#039;s_Raiders | Izharshan&#039;s Raiders]], a pirate group that mainly operates within the territory of the Karszekani. The Karszekani would retaliate with a large military operation, with the overall goal to be the capture or death of Iklex Izharshan, the leader of Izharshan&#039;s Raiders. Many Raider ships were captured or destroyed, and several of his lieutenants and crews were captured as the Karszekani raided forward operating bases. Those captured by the Karszekani would go onto be punished; officers were executed on the order of Lord-Admiral Yizarus, and crews were sentenced to lifetimes of hard labor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=51582%7C  On Febuary 29th], the turning point of the expedition came. Sinta who had joined the Karszekani&#039;s &#039;amnesty navy&#039; under the command of &#039;&#039;&#039;Captain Zyuiz Sitraz&#039;&#039;&#039;, conducted a massacre against a Raider occupied station just outside of the Karszekani&#039;s borders. The station was home to not only the Raiders, but members of their families, primarily women and children. Ignoring hails from the station and requests by the inhabitants to be allowed to surrender, Sitraz and his men indiscriminately cleared the station, leaving no survivors. For his crimes, he was personally condenmed by the Karszekan and accused of Abhorrent Dishonor. He fled the Karszekani before being arrested.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53001%7C  On March 15th], Ilkex Izharshan was killed when the Karszekani raided a well defended asteroid base just outside of the Karszekani&#039;s territory. The Karszekanic Navy was led to the base by tracking a damaged raider ship carrying a supply of Phoron. The assault was led by Lord-Admiral Trazial Yizarus, as his brother was battling a seasonal sickness. Ilkex was killed on the bridge of the base when several Karszekanic warriors threw frag grenades into the room. This also marked the end of the Karszekanic Navy&#039;s first true military operation, which they completed rather well. It is seen by many as the day the Karszekani became an equal player within the Badlands.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53584%7C  By March 19th] the repairs to the HMV Cataclysm were completed, and the ship was re-launched to much fanfare. It joined the 1st Fleet, commanded by Lord-Admiral Trazial Yizarus, and became the fleet&#039;s flagship.&lt;br /&gt;
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== The Succession Crisis (2458)==&lt;br /&gt;
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In 2458 the Heir to the Karszekani, Yakt Izweski, would suddenly perish in a shuttle crash on Moghes. As a result, the line of succession shifted to Not&#039;zar Izweski, who was seen as a weak and undesirable heir. Following the funeral of his son, Karszekan Sr&#039;kresti became recluse, locking himself away in the Izweski Keep eventually falling into a coma. This left a power vacuum within the Karszekani, leading to S&#039;linzar Ickza, a son in law of the Karszekan, declaring himself Regent with the support of many powerful vassals. Eventually, Not&#039;zar challenged S&#039;linzar to single combat for the throne, triumphing by utilizing a large skrell made exosuit. &lt;br /&gt;
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=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=57849%7C  May 6th, 2458] will forever mark a turning point in the Karszekani&#039;s history. Karszekan Heir Yakt Izweski along with his wife Asalizathi and 4 other passengers were killed when a private shuttle crashed in the mountains just north of To&#039;ha&#039;dat. According to sources within the Moghean Shuttle Service Authority they received a distress signal from the shuttle&#039;s pilot. The pilot had declared an emergency after its engines failed at 45,000 feet from an unknown malfunction. His death decapitated the Izweski&#039;s succession plans. The prince was the epitome of Unathi ideals, being a warrior-poet who strengthed the Izweski clan through a powerful marriage alliance with the Ackza clan through his wife.&lt;br /&gt;
His death left as heir the undesirable Prince Not&#039;zar Izweski, 20 years old at the time and second oldest child to the Karszekan and his First Wife. The physically handicapped and unassuming Unathi was never expected to achieve anything, and most people skipped over him to focus on his younger brother Prince Z&#039;krazki Izweski who was 16 at the time. Z&#039;krazki was seen as the same sort of robust, strong-headed Unathi that his eldest brother and father were.&lt;br /&gt;
It also left in a powerful position Lord S&#039;linzar Ickza&#039;, 25 at the time. He was brother-in-law of the late Heir and Son-in-Law of the Karszekan after marrying the 19 year old Rzasul Izweski. He personally commanded the Ickza Levee forces, which fought extensively alongside Izweski forces under his late father in the Contact War. Many of their forces were tragically lost, including Slin&#039;zar&#039;s father, in the nuclear exchange but the Ickza continued to be a dominant force in the Karszekan military as its leading officers and a sizable portion of the Moghean levies.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58087%7C  On May 8th], S&#039;linzar saw his chance after the sudden loss of the Karszekan. During the funeral of his lost son, Karszekan S&#039;kresti, already having experienced the trauma of living through a nuclear apocalypse that saw him lose friends, family, and almost his entire civilization, became inconsolable upon seeing his son buried. Following the burial the Karszekan cut off all contact and resigned himself to his quarters in the Izweski Citadel, not leaving his bed. His doctors soon found the grief and major depressive episode had caused the Karszekan to fall into a coma.&lt;br /&gt;
After losing their heir and then immediately losing their Karszekan, a power vacuum was ripped wide open in the Karszekani. Immediately power players made moves to seize the ultimate prize. Faster and savvier than the others, S&#039;linzar Ickza unilaterally declared himself Regent and immediately gained support of powerful vassals.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58568%7C  By May 11th] S&#039;linzar attempted to purge his enemies and uplift his loyalists, but hit a roadblock in the form of Lord-Admiral Yizarus. After purging and sidelining large elements of the upper nobility in government, Lord-Admiral Trazarial Yizarus was also given a letter of retirement ordering him to cede authority of the 1st Fleet which is still withdrawing from operations in the Frontier.  Lord-Admiral Yizarus announced that he would refuse to abide by the letter, and that he would continue to operate the fleet, which accounts for almost half of the orbital navy of the Karszekani. The Yizarus clan and its direct vassals remained the majority of officers in the young Karszekan Space Command, whereas the Ickza and their vassals dominated the politics and manpower of the army of Moghes and Ouerea.&lt;br /&gt;
Lord-Regent Ickza responded by threatening to brand Lord-Admiral Yizarus a traitor, forcefully stripping him of his titles and lands. Complicating the matter, Lord-Admiral Azikyui Yizarus, Trazarial&#039;s brother, commanded the 2nd Fleet which had just returned to the orbit of Moghes. Azikyui did not give any statements on his position and the 2nd fleet went silent, refusing hails from both the Moghean Space Command or the 1st Fleet&#039;s hails. Lord-Admiral Yizarus demanded his brother defy the Lord-Regent while Lord-Regent Ickza has sent demands for Azikyui to detain his brother and seize control of the 1st Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=59300%7C  Following this on May 19th], S&#039;linzar doubled down on his attacks against Not&#039;zar Izweski and his immediate family. Not&#039;zar had just went to diplomatic summit in Tau Ceti to meet emissaries from the Nralakk Federation, seeking recognition for his own claim from the [[Nralakk Federation]]. Ickza visciously mocked and attacked the young Prince for this move, trying to discredit him by painting him as a pawn of xeno powers in words that quoted the famous &#039;false smiles and unknowable minds&#039; line from King Don&#039;zai Azarak and his Firebrand Summit of 2437.&lt;br /&gt;
Following this maneuver, the Overlord of Ouerea declared his support for Ickza. This also caused Azikyui to break his fleets silence and declare himself for Ickza. It seemed evident to all that Not&#039;zar&#039;s only choice was to either formally abdicate to Ickza or rally his existing forces and seize his claim by force, plunging the Karszekani into a brutal war of succession that would forever prevent them from reversing the spread of the Wasteland, and potentially ending Unathi&#039;s chance for civilization entirely.&lt;br /&gt;
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=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=60030%7C  On May 27th], Not&#039;zar Izweski showed his grasp of intrigue and political acumen by taking a third choice. Having been secretly shuttled to the Cataclysm, Not&#039;zar Izweski broadcast a speech in which he challenged S&#039;linzar to a duel of personal combat. He antagonized Ickza&#039;s pride by declaring he&#039;d spare his in-law upon his defeat. Publically challenging Ickza before all Unathi and having such self-confidence in his own victory manipulated Ickza into immediately accepting at risk of losing face. The key in Ickza&#039;s response was that Not&#039;zar, who was known to be physically handicapped, could &amp;quot;choose whatever weapons and armor he can walk to the field with.&amp;quot;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=61473%7C  On June 16th], the duel of personal combat marked a stunning reversal in Ickza&#039;s trajectory. The duel was conducted that morning with Lord Regent S&#039;linzar arriving outside the Izweski Citadel, the capital of the Karszekani and personal castle of the Izweski family, in a Mk II Class Breacher Suit taken from the Izweski personal armory. The duel was taking place in the courtyard of the Izweski Citadel with the ramparts filled with various members of the Karszekani nobility. Many were encouraged by the self-assured Slin&#039;zar to take the victor as the legitimate and legal heir to the Karszekani.&lt;br /&gt;
Not&#039;zar was allowed by the terms of the duel to arrive with whatever weapons and armor he could personally carry, and it&#039;s believed that this loophole was exploited as a reason for his dramatic entry in a large skrell-made mech.  The mech&#039;s use in the duel was not known until it departed from a shuttle that had landed just outside the citadel walls. The shuttle itself had embarked from the HMV Cataclysm, which had jumped in orbit above the capital city despite protests from Moghean Space Command and threats of retaliation from the nearby 2nd Fleet. The duel continued despite the surprise of Lord-Regent S&#039;linzar but was quickly ended when Not&#039;Zar fired a series of ion bursts that disabled S&#039;linzar&#039;s Breacher Suit and depleted its charge. Lord-Regent S&#039;linzar was them asked to surrender and keep his life and nominal titles, and the offer was accepted.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=63874%7C  On July 2nd 2458], Not&#039;zar Izweski ascended to Lord-Regent and the formal heir of the Karszekani during an official coronation ceremony in which he laid out his vision for the Karszekani&#039;s future. Not&#039;Zar Izweski gave an extremely controversial speech to the assembly.&lt;br /&gt;
Following this speech thirty-eight of the assembled delegations staged a walk out. The fifty-three remaining Lords and Ouerean Overlord Tarkart Yiztek reportedly had extremely mixed reactions to the speech, with several instances of fighting and heated arguments between the assembly. This fierce disagreement would be the norm for the next years of Not&#039;zar&#039;s reign as the young prince tried to steer the Karszekani into a new future.&lt;br /&gt;
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== The Rise of the Iron Masks (2458)==&lt;br /&gt;
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Using the fire of religious tensions and superstitions, the Izweski Court Chaplin, soon to be High Priest Unzi, seized power over the church of Sk&#039;akh. He formed the Maraziite Order, otherwise known as the Iron Masks, a religious police force who had authority throughout the Karszekani. High Preist Unzi&#039;s paranoia would see this force used to target thousands of Sinta, eventually attempting to target Clan Izweski themselves. The Maraziites would lay siege to the Izweski Citadel, attempting to assault it several times but being repelled, until negotiations between Not&#039;zar and Unzi reached a peace, with a compromise between the Karszekani and church of Sk&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67539%7C  On September 24th] news came out about a feudal Lord on Ouerea that had been arrested by his Watchmen, on accusations of black magic. Originally elected as the city mayor before Ouerea was returned to the Karszekani, he had been serving as its feudal Lord since only 2457. This incident was originally thought to be a minor incident that was embarrassing for the landed nobility for twin reasons: the fact there was a revolt against a landed Lord at all, and that it made the Unathi look incredibly superstitious and backwards to the galaxy. However this soon became known as the first incident in the coming occultist panic that would see the rise of a powerful new political player in the Karszekani: High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67956%7C  September 20th] gave another warning sign when Ouerea officially banned conducting seances without a license. But November 11th is often considered the true birth of the panic and the origin of the Iron Masks. Yizra Unzi, a Sk&#039;akh priest with a prestigious but ceremonial title as the Izweski&#039;s formal chaplain and priest, reveale alleged evidence of unprecedented infiltration of Karszekani society by what he called &amp;quot;Occultist influences&amp;quot;. The investigation sparked immense alarm across Uueoa-Esa as mass panic gripped nearly every major city. Not&#039;zar Izweski tried to appeal for calm and to caution against superstition, but this was futile as powerful elements of the nobility, the general public, and even extended members of the Izweski clan itself had already called for a broad and unprecedented growth of the power of the Sk&#039;akh church.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70116%7C  By November 14th] this broad coalition allowed Unzi to unilaterally name himself the head of the Sk&#039;akh Church. This same day he created an armed inquisition called the Maraziites, or the Iron Masks recruited from the pools of Warrior Priests or hired from the ranks of civilian Watchmen. This religious police was unilaterally granted unrestricted jurisdiction across Karszekanic space and supremacy over civilian courts. The Order was granted authority to put accused cultists before trial in the new High Court of Tranquility, which would punish Unathi with exile or even death. Despite these reforms being extremely illegal, Not&#039;zar Izweski did not have the power base necessary to resist without his attempts blowing up in his face.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70159%7C  Going into the rest of November], the Maraziites ruthlessly targeted enemies of the Church. Consolidating power incredibly quickly, Unzi began targeting Unathi outside the original documents. In an ever-expanding web of &amp;quot;occultists&amp;quot; and &amp;quot;daemonic influences&amp;quot; the High Priest began to see enemies everywhere, until his eyes settled on the biggest threat of them all.&lt;br /&gt;
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=== Defending from the Cult Menace and the Failed Coup ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70345%7C  November 23rd] was the climax of the Maraziites rise. It saw the Orders sudden siege of the Izweski Citadel. The Order accused Clanmother Rak&#039;ta of the Izweski Clan of practicing black magic on the comatose Karszekan. Iron Masks attempted to breach the citadel but were repelled, and a 5-day stand-off ensued. The Lord that ruled Skalamar, Trikzara Sirax, attempted to attack the Maraziites using his forces in the city but was deterred by Not&#039;zar Izweski who wanted to avoid the situation escalating. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70518%7C  On November 28th], At the end of the 5th day there was a dramatic battle that saw the Maraziites try to actively break down the walls of the Citadel but they were unsuccessful. Following the defeat, High Priest Unzi agreed to meet with Not&#039;zar Izweski. The two of them crafted an agreement that would compromise power between the Sk&#039;akh Church and the Izweski Clan. While this avoided bloodshed, the agreement is also seen as a formal acknowledgement of High Priest Unzi&#039;s legitimacy in his new role. &lt;br /&gt;
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= Not&#039;zar&#039;s Rule is Tested (2459) =&lt;br /&gt;
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== The Arrival of Vaurca ==&lt;br /&gt;
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The arrival of the K&#039;lax Hive in their massive hiveship saw the Karszekani adopt them into their empire, granting them the world of Tret. Their Queen would be named overlord of the planet, and become another vassal of the Izweski. The hive would then go on to act as Not&#039;zars private army in many disputes, and some K&#039;lax unbound even being named to the Admiralty.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73412%7C  March 9th], saw the arrival of one of the major Vaurca Hives. The object was colossal, with long range scans showing it to be almost 28 kilometers in length where the Cataclysm was just under a single kilometer in length.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73557%7C  March 13th] revealed that after originally being incredibly alarmed and fearing conflict after an error in translation, which saw the mobilization of the Karszekani&#039;s armed forces, the Vaurca were soon revealed to be seeking refuge.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73718%7C  On March 17th] Not&#039;zar Izweski allowed them to settle on the small world of Tret within the Uueoa-Esa system. He named their Queen Overlord of the planet and vassalized the K&#039;lax&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=105501%7C On November 15th, 2460], a Vaurca named Za&#039;Akaix&#039;Xitac Klax achieved the rank of Admiral within the Karszekani&#039;s Navy. Xitac had shown consistent talent and promise since 2459, and in May, in the season of Versakh, he was tapped as the potential leader of the growing 3rd Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=126795%7C On December 4th, 2460], the new 3rd Fleet of the Karszekani received its flagship: The HMV Annihilation. The Cataclysm-class warship differed significantly from its sister-ships. Its main focus was a heavy compliment of stike-craft: bombers and fighters that used the vessel as a carrier. The Annihilation would be the flagship of the K&#039;lax Admiral Za&#039;Akaix&#039;Xitac Klax.&lt;br /&gt;
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== The Restoration of the Kataphracts ==&lt;br /&gt;
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Not&#039;zar would restore the [[Izweski_Nation # Feudalism | Kataphract Order]], warriors who swear allegiance only to the Karszekani rather than specific clans. Some of his appointments would see backlash from other lords. More information can be found [[Izweski_Nation # Feudalism | here]].&lt;br /&gt;
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[  On April 26th], Not&#039;zar announced the resurrection of the Kataphract Order. Not&#039;zar included in this resurrection the new titles of High Kataphracts who would be held up as paragons for the entire species. The First High Kataphract was Saa Yui’zai of Clan Timzula. The second was Lady H&#039;zala. Her appointment broke convention and upset many traditionalists, and only came after she went through an arduous series of [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113262%7C  trials] and [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113356%7C  quests] not required by her male peers before her eventual [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113632%7C  success].&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 4th], the next High Kataphract was a hero of Youthstone, Ozal’kai Zizae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 25th], it was revealed that Zizae was a fraud. He was a Guwan who had taken his deceased brother&#039;s name in order to fight in the war. Upon this discovery there was little leniency offered; Not&#039;zar Izweski stripped him of his title and he was imprisoned.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115854%7C  On June 10th], he was allowed to have his name restored as his status as Guwan removed. However he still had to embark on a quest given by the Lord-Regent with only a ship, a spear, and a laser rifle. Only by completing this quest would he be allowed to return fully into the fold of his Clan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115696%7C  On June 7th], Za’Akaix’Ziza K’lax became the first K&#039;lax Kataphract. The medical doctor had been tending to Wastelanders deep in the desert when raiders came and stole supplies and kidnapped a patient. Ziza then later went on a quest to attack the raiders at their camp and liberate his patient and the stolen medical supplies. He was lauded as an exemplar example of the Karszekani&#039;s ability to bring non-Unathi into the fold of heroism and honor.&lt;br /&gt;
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== The Karszekanic Assembly ==&lt;br /&gt;
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A assembly called by Not&#039;zar in the city of New Skamander, during which the primary issue was the direction the Karszekani would take, and it was decided that the Karszekani would undertake a massive terraforming effort on Moghes, in an attempt to fix the wasteland. Secondarily, it was also used by Not&#039;zar to limit the power of clans.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=77628%7C  On July 8th] Not&#039;zar Izweski called an assembly to determine the future of Moghes and the Karszekani. With limited resources, the three choices were to either invest in terraforming Moghes, invest in expanded territory and resources through conquest, or abandon Moghes and relocate the Sinta people to Ouerea. The K&#039;lax Queen was also in attendence as a delgate. In the end, despite a heavily militarist bent, the Assembly decided to invest in repairing the environment of Moghes. Heavy industries and a massive investment in terraforming equipment was made. But at the same time, Unathi who had for decades made a home in the Wasteland were now being evicted by the Karszekani Moghes and their lands seized. It was a bitter reminder to those who still remembered how the Izweski had done this all before, but this time there was no unified force to resist them. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=80525%7C  On August 28th], four weeks later, Not&#039;zar Izweski announced a decree that provided token protection against the practice of Clans branding someone as a Guwan. The new law required an imperial court to brand someone a Guwan, and not a Clan Leader. This antagonized traditional elements of Unathi society, with Not&#039;zar facing intense criticism at what many Lords and Clan Leaders called an arbitrary seizure of power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=82319%7C  On September 26th] Not&#039;zar faced a reprieve. The Wasteland experienced its first rainfall for 20 years. The moment marked a tremendous moment of jubilation within the Karszekani as a sign that the investments in terraforming were already bearing fruit. The day was so celebrated that September 26th became known as Restoration Day.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=83856%7C  October 21st]saw strange news that foreshadowed either the arrival of the Aut&#039;akh or the long history of occultist powers. The Karszekanic Guild Of Xenoarchaeology announced a startling find: an ancient temple pre-dating Sinta&#039;Unathi civilization. Master K&#039;arzl, a prestigious xeno-archaeologist, conducted an expedition into the deep cave system that housed the temple. The Iron Masks, antagonized by the spiritual threat they claimed the temple possessed, had a scuffle with the Master and then sealed the caves leading to the temple.&lt;br /&gt;
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== The Return of Clan Ickza (2459) ==&lt;br /&gt;
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Due to the ascension of a peasant admiral to the command of the 2nd Fleet, several lords announced they would be refusing Levy services to the Karszekan, causing half the army of Moghes to disappear in a single day. These lords were led by Czia Ickza, who had taken control of the clan following the defeat of S&#039;lzinar in 2458. Not&#039;zar would call upon the K&#039;lax of Tret to supply him with warriors, of which he was granted ten thousand, and use them to lay siege to the Ickza ancestral estate. The discipline of the Vaurca and their alien appearance caused panic within the Ickza levy, leading Not&#039;zar to force a capitulation without battle. Czia would become a hostage of the Izweski, and Not&#039;zar gained incredible control over the military system of the Karszekani.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84547%7C  On November 3rd] The second Superdreadnought HMV Catastrophe was launched from an orbital dockyard. An elaborate ceremony in Skalamar, Lord-Regent Not&#039;zar officially named Oyuti Gour&#039;zai Admiral of the 2nd Fleet and Captain of the Castastrophe, taking the place of the retiring Lord-Admiral Azikyui Yizarus. Oyuti was the first one of the officers that graduated from Not&#039;zar Izweski&#039;s Imperial Academy that was training officers exclusively loyal to the Izweski rather than the many feudal Lords. Following Azikyui&#039;s public support for a pretender and rival to Not&#039;zar Izweski, none were surprised by his being replaced. But many were shocked to see Lords passed over in favor of someone they saw as a peasant. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84790%7C  On November 7th] this immediately saw a retaliation from the many Lords, they announced that they would be refusing their Levy services to the Karszekan entirely. Just over half the army deployed across Moghes disappeared over a single day. The move caused incredible antagonism between Oyuti and the nobility, with Oyuti boldly echoing Yizarus&#039; statement during the Succession Crisis that any attempt to take his fleet would have to be done via force. Bizarrely to many, rather than wade into the middle of the dispute Not&#039;zar Izweski left on a shuttle to the K&#039;lax planet of Tret. The reason for this soon became clear.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85128%7C  On November 13th] Not&#039;zar Izweski landed four miles north of the Ickza&#039;s ancestral estate with over 10,000 Vaurca warriors. Taking his new K&#039;lax levy on the march, Ickza soldiers abandoned their posts and even villages fled rather than face these strange aliens. The Vaurca played up their strange customs, moving in complete silence and with a discipline unknown to any major galactic species, and partaking in no violence. They ended up taking up positions near the Ickza&#039;s ancestral castle.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85445%7C  On November 19th] the bizarre stand off around the Ickza&#039;s ancestral home came to an end. The Ickza requested their own vassals answer a summons to rally an army of their own but many of the Ickza&#039;s lower vassals refused the summons. The Ickza ended up with a force of 2,500 Sinta surrounded by the tens of thousands of Vaurca. The Vaurca remained completely silent and unmoving for hours and hours on end during the stand-off as Not&#039;zar negotiated with the Clan-Leader Czia Ickza nearby. By nightfall on the 17th the Unathi forces, wearing full combat gear and holding melee weapons or rifles, were becoming exhausted after standing in place for 13 hours. The commanders refused to let anyone move until the sun began to set on the next day. By this time the Ickza&#039;s levy-men had gone nearly 40 hours standing in place with no food or water and many collapsed in place from exhaustion. Ickza commanders then finally signaled all the formations to break up and return to their camp. It was then that the Vaurca&#039;s entire force, suddenly took two steps forward, startling the Ickza forces. The sudden short advanced the entire Ickza army routed from the field.&lt;br /&gt;
In the end Czia Ickza agreed to return to the Izweski Citadel as a hostage while Not&#039;zar took direct control of all the Ickza&#039;s lower vassals. With the leaders of the short rebellion defeated, the general strike dissolved and by December Not&#039;zar now enjoyed a much greater control over the military than before. &lt;br /&gt;
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= The Discovery of Wasteland Diona (2459-2460) =&lt;br /&gt;
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Late in the year, a Diona Gestalt was discovered within the wasteland. Using it&#039;s ability to absorb radiation as food, the Gestalt had brought down cancer rates and radiation sickness dramatically, leading for the local shaman to declare the Diona a blessing from the ancestors. Karszekanic scientists swarmed the site, conducting studies on the Gestalt, before Th&#039;akh shamans spirited the Diona away, declaring the studies to be too invasive. The Sk&#039;akh church then met with the Shamans, and after discussion, agreed that the Gestalt was holy, leading to pressures against the Karszekani. This combined pressure would see a recall of all the Karszekanic Scientists, and the declaration that Diona are a scared species within both churches. The wastelanders however would take this to another level, merging diona with their bodies in a symbiotic relationship, which is viewed with revulsion by the wider public, save for the Sk&#039;akh church who condone the practice.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=86207%7C  On December 3rd] it was discovered that a Dionae Gestalt had somehow found its way into a Wasteland community. It had given itself the name The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love. Over the time it had been there it developed a relationship with the local community. Using its natural ability to absorb radiation, the Gestalt brought radiation sickness and cancer down dramatically. The shaman of the local village had declared the dionae a blessing from the Ancestors intended to protect them and had persuaded the villagers to bring it regular tribute of food and water. However Karszekanic scientists swarmed to the small town to conduct invasive studies on the Gestalt. Objecting to this, Th&#039;akh shamans helped the dionae escape the scientists. After retaliating with arrests and an extensive manhunt the Sk&#039;akh Church came to meet with the shamans. The two faiths found a common respect for the gestalt. In a rare moment of cooperation, the Church and the shamans both pressured the Izweski to call away the scientists and allow the dionae to live with the village in peace. This incident marked the first of the growing relationship between Unathi and the Dionae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88283%7C  On January 15th] this would evolve into Dionae being declared sacred.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128514%7C  On December 22nd] news came out that Wastelanders had created a ritual where they merge dionae nymphs with their body, forming entire new limbs. Originally it was believed it was a parasitic relationship and was immediately condemned by many religious and civil authorities.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128882%7C  By December 28th], discussions with the Unathi in question with religious leaders had the Sk&#039;akh Church and many shamans reconsider it a symbiotic relationship. The Sk&#039;akh Church went so far as to condone the practice. Despite this, the public&#039;s views on the matter would continue to be dominated by revulsion.&lt;br /&gt;
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= The Year of Chaos (2460) =&lt;br /&gt;
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== Rumbles on Ouerea ==&lt;br /&gt;
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Starting as a protest against Hephaestus Industries, civil unrest would eventually spiral into full-blown rebellion on Ouerea, with demands to abolish feudalism, end taxation, and the return of a democratic government. Overlord Yiztek responded with a brutal crackdown of the rebellion, causing most of his levymen to abandon him and join the rebels. The rebellion swelled in power, seizing nearly all major cities save for the capital, arresting members of the nobility and ransacking estates. With the situation dire, Not&#039;zar would arrive on Ouerea, and begin to negotiate with the rebels against the advice of the Overlord. While negotaitions were ongoing, the overlord would kill many rebel negotiators, forcing Not&#039;zars hand, causing the Guwan Guard to storm the capital and arrest the Overlord, who was then branded Guwan and exiled to the wasteland. The rebel army accepted Not&#039;zars terms for peace, which led Ouerea to become a democratic colony under the Karszekani. &#039;&#039;&#039;Not&#039;zar was then nearly murdered by surviving members of the Overlords Clan, but was saved by Hizoni Razi.&#039;&#039;&#039; This caused the entire Yit&#039;zek clan to be branded Guwan, and exiled into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88076%7C  On January 12th], 2459 it was finally brought to public consciousness that the women of Ouerea were politically agitating via what they called Women&#039;s Councils. These argued against the exploitation of Ouerea and its falling standard of life and loss of its diversity, focusing on the children of the women in particular. Ouerean Overlord Tarkart Yiztek tried to appease the groups by redirecting their criticism to Not&#039;zar.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88721%7C On Janurary 27th] the public consciousness present on the planet got a boost through an appropriated war chant bellowed by Wastelanders who attacked an Izweski terraforming site with a leader claiming to be Don&#039;ziki Azarak, the leader of the Traditionalist Coalition.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=90959%7C  On March 6th], Ouerea would explode into unrest once again. The protests originally began in New Skalamar, focused against Hephaestus Industries&#039; treatment of Ouerean workers. The original protests grew into an organized rebellion that almost immediately overwhelmed five major cities. The original demands of this rebellion was the abolishment of feudalism on Ouerea, the banishment of Hephaestus Industries, the end of taxation to Moghes, and the return of a democratic government. Overlord Yiztek responded with a brutal crack-down that failed spectacularly in containing the violence.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=93396%7C  On April 10th], in response to his retaliation, large portions of the Ouerean levymen abandoned the Overlord and joined the rebels. They seized government buildings across several major cities in a coordinated surprise attack. Feudal Lords were forced to flee or be captured, and in only a handful of cities were the aristocracy able to maintain control.&lt;br /&gt;
This rebellion would continue to rage on Ouerea for some time, being a festering problem with no solution in sight.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97517%7C  On June 2nd, 2460] the rebel movement on Ouerea that became known as the Ouerean Confederation managed to flip all the major cities of the planet except for the capital of New Skalamar. The rebellion&#039;s violence was mostly focused on the property of the nobility. Many estates and castles were ransacked by rebel forces. Many high profile noble Clan elders were arrested by the rebel army while dozens of Sinta in general had perished. In lands that the Confederation controlled the Maraziite Order was also expelled by force. The planet was majority Th&#039;akh and did not appreciate the presence of the Order that had burnt their sacred temples to the ground. The Confederation&#039;s main army, commanded by General Zik&#039;San then besieged the capital.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97591%7C  On June 3rd] Not&#039;zar Izweski himself arrived on Ouerea. The Lord-Regent&#039;s arrival came after Overlord Yiztek expressed frustration with the handling of the crisis, at one point directly attacking Not&#039;zar&#039;s honor by saying that it was easy for the Lord-Regent to give orders far away from the front lines. After these reports reached Moghes, Not&#039;zar Izweski is said to have immediately left his Citadel for a shuttle to Ouerea.There he flew into the encircled city and took a direct part in directing its defense.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98438%7C  On June 20th] Not&#039;zar left the city to directly speak to the rebel General Zik&#039;san. Initially being at the walls directing reinforcement of the western gate and discussing how to best distribute food supplies being shuttled in from orbit to residents of the city, Not’zar suddenly signaled his Guwan Guards and informed the assembled defenders that he would be ‘seeking a better alternative’ to the crisis. Not’zar Izweski began by asking Zik’san his terms for a peaceful end of the conflict. General Zik’san reiterated the terms sent to Overlord Yiztek. Zik&#039;san was originally reluctant to engage in negotiation with someone he saw as unable to keep their word, having dealt with only the dishonorable Overlord. Not&#039;zar requested a radio in response and ordered the expulsion of all Maraziites from New Skalamar. Impressed by this overture Zik&#039;san and Not&#039;zar were able to engage in earnest negotiations.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98554%7C  On June 22nd] negotiations were halted when Overlord Yiztek locked the Lord-Regent outside the city during the latter&#039;s return from a negotiation. The Overlord had hoped that the rebels would seize the Lord-Regent as a prisoner and give him the justification to engage in a violent reprisal. Not&#039;zar Izweski went back to General Zik&#039;san, who felt honor-bound to ensure Not&#039;zar&#039;s safe return. The general offered the Lord-Regent a shuttle to fly over the city walls and Not&#039;zar was able to return to the city. After meeting with Yiztek for several hours in private, the Overlord apologized publicly for the accident. In addition future negotiations were to take place in the Overlord&#039;s castle inside the city.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99164%7C  On July 6th] Yiztek had the rebel emissaries assassinated in his own castle. Overlord Yiztek is defending his action by claiming that they were spies attempting to get information. Zik&#039;san swore retaliation and gave the city 3 days to surrender before he assaulted it.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99249%7C  On the 3rd day] an assault came in the form of Not&#039;zar&#039;s personal Guwan Guard storming Yiztek&#039;s castle. The castle garrison was taken by surprise and quickly overwhelmed. Several dozen of Yiztek’s Clan and followers were arrested. Refusing to become a Guwandi Yiztek was branded a Guwan and exiled, sent back to Moghes to be released into the Wasteland. The Ouerean Confederation accepted peace and soon Ouerea was reformed to become a democratic colony of the Karszekani.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=103022%7C  On September 28th, 2460], at a formal dinner to celebrate a local Ouerean holiday and to commemorate the peace, Not&#039;zar Izweski was nearly assassinated by surviving elements of Yiztek&#039;s family. The assault failed thanks to the efforts of Lady Hizoni Razi, a mysterious azure who was close to Not&#039;zar at the time. In the fallout the entire Yiztek clan were branded Guwans and exiled into the Wasteland, and Lady Razi grew closer to Not&#039;zar Izweski.&lt;br /&gt;
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== Our Brother, Dominia ==&lt;br /&gt;
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A joint anti-pirate operation between the Karszekanic and Dominian Navies. All the objectives of the operation were accomplished, and the pirates within the system were destroyed.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95734%7C  On May 6th,] an emissary from the Empire of Dominia named Keanu Markarus was abducted by pirates based in the Youthstone star system. The incident was taken as a grievous insult that dishonored both the Karszekani and Dominia. Normally having cold relations, Not&#039;zar Izweski immediately offered a joint counter-piracy expedition that was accepted by the Empire. Both Admiral Oyuti and his HMV Castastrophe as well as Lord-Admiral Yizarus and his HMV Cataclysm were deployed with their respective fleets.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95833%7C  On May 8th] things started smoothly with a summit onboard the HMV Catastrophe when the Domion Fleets met with Karszekanic fleets. The ceremonial meeting took place as initial fighting took place in the Youthstone system.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95924%7C  The day after] saw the invasion take place proper. The Youthstone system was a major hub of pirate and raider activity and so boasted a robust defense. Despite their best efforts the coalition was able to break through and land forces on the pirate&#039;s planet&#039;s surface.&lt;br /&gt;
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= The Iron Crusades and Religious Tensions (2460-2461) =&lt;br /&gt;
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The Iron Crusade was a religious conflict between the Th&#039;akh Akhanzi shamans and the Maraziite Order, caused by the persecution the Th&#039;akh faith faced by the Church of Sk&#039;akh. It saw the Maraziites completely destroy the Akanzi Order, demolishing their ancient temples and butchering their members. No lords were willing to oppose the Church of Sk&#039;akh and High Priest Unzi, and only The Prophet Si&#039;akh openly defied the church, rescuing several Akanzi Elders, aiding them to escape to Tau Ceti.&lt;br /&gt;
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Beyond the Crusade, the years also saw the outbreak of the Aut&#039;akh heresy. Seeing the religious tension within the Karszekani, and the outbreak of heresies, Not&#039;zar Izweski called for a summit in New Skamander for all religious leaders to attend. The convention accomplished little beyond allowing grievances to air and starting inklings of well reasoned theological debate. However, it was generally agreed as a step in the right direction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/%7C  On April 1st] The Wasteland also saw great unrest. Akhanzi Order shaman Elder Vuthix Akhandi entered Bo&#039;ha&#039;dat and gave a public speech; a very rare sight from the reclusive Elders. In it he warned the people there of the Sk&#039;akh Church and the Iron Masks, speaking out against their persecutions.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=92829%7C  By the next day] the Maraziites were targeting Akhanzi Order. Using helicopters and off-road vehicles Iron Masks reached many secluded mountain temples and their surrounding villages, attacking them and harassing&#039;s the villagers. This prompted uprisings from Th&#039;akh Unathi were angered at the attacks. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=93599%7C  On April 12th] there was prison-break by Akhanzi shamans out of Iron Mask custody, prompting a dark warning of retaliation by High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=94478%7C  On April 22nd] the Maraziite Order launched the Iron Crusade. A coordinated attack on the secluded Akhanzi Order temples saw their complete destruction, including the oldest standing structure on Moghes at the time: Durahi Monastery. Over the Crusade&#039;s duration the entirety of the ancient order of shamans was ended. The survivors and refugees, dispossessed, relocated to Ouerea and as far as Tau Ceti in the largest religious diaspora in the history of Moghes. The Iron Masks appeared unstoppable due to the reluctance of Lords to intervene against them, fearing High Priest Unzi. The most successful resistance came from The Prophet Si&#039;akh. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=95575%7C  On May 4th] the prophet Si&#039;akh rescued several Elders from the Order, aiding them in escaping to Tau Ceti.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108284  On January 6th], The Aut&#039;akh formally announced themselves in a huge shock to Moghes. The High Church, under Unzi, and conservative Lords immediately moved to destroy the heretics that are the Aut&#039;akh. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108480%7C  On January 9th], an expedition made by the Church, with volunteer levys, were soundly defeated in a decisive battle dominated by geurilla warfare by the Aut&#039;akhs against the inexperienced Iron Masks. Not&#039;zar Izweski exploited this to maneuver to decree that the Aut&#039;akh may live. Many express confusion as to why Not&#039;zar is siding with the Aut&#039;akh instead of the Church. But Not&#039;zar Izweski understood that if High Priest Unzi were to secure prestige and power from a second successful Iron Crusade, he would effectively dwarf the power of the Izweski dynasty. Not&#039;zar Izweski, attempting to avoid the mistake of the Iron Crusade, is undermining the Church and showing that he still has power over it.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=117632%7C  On July 11th Not&#039;zar Izweski] a grand convention in New Skalamar on the colony of Ouerea which was meant to establish a formal dialogue between the Unathi Religions. Delegates came from Th&#039;akh, Aut&#039;akh, Sk&#039;akh, and even Si&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118081%7C  On July 17th] the Convention came into full swing. The Sk&#039;akh and Th&#039;akh delegates immediately addressed the first Iron Crusade that all but scoured Moghes of the Akhandi Order. Their arguments continued for so long that Not&#039;zar intervened and asked the Th&#039;akh to address the Aut&#039;akh. During that exchange the Th&#039;akh were extremely critical, but the Aut&#039;akh persisted. In the end, Clan-Mother Mortenga conceded that souls can manifest in inorganic material ‘in certain circumstances’. This was rejected by nearly all the Sk’akh delegates as well as the lone Si’akh delegate, who insisted a soul can only reside in organic material.&lt;br /&gt;
A turning point came when two Sk&#039;akh delegates signaled they were interested in the Aut&#039;akh&#039;s arguments. This caused the head of the Sk&#039;akh delegation to interrupt the convention with loud condemnations, throwing the affair into disarray. It ended in a show-down between Not&#039;zar and the Sk&#039;akh delegate in which Not&#039;zar dared High Priest Unzi himself to come and speak for the church he claimed. The convention then dissolved.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118657%7C  On July 27th] the convention started up again. This time High Priest Unzi was in attendance. To everyone&#039;s surprise the doomsday prophet Si&#039;akh, who had been disguised, revealed himself and entered into a fierce tirade against the High Priest. The convention concluded without any concrete peace being made, but it did plant the seeds of small scale reconciliation between individuals of the differing faith. The open and honest dialogue and theological discussion broadcast on galactic media gave many Unathi words and arguments to explore other faiths.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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= The Karszekan Wakes! (2461-2462) =&lt;br /&gt;
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In the most defining moment of the contemporary history of the Unathi, Karszekan Sk&#039;resti awoke from his coma and reassumed his duties, dissolving the authority of Not&#039;zar. It would be the start of a slide into chaos, as the Karszekan gave warmonging speeches, stoked the fires of militarism, and openly adopted the beliefs of the prophet Si&#039;akh, believing his son had been re-incarnated in the wasteland. This last would cause the destruction of the tenuous peace between Church and State, with High Priest Unzi condemning the Karszekan himself for heresy. It was discovered that the Karszekan was suffering from severe PTSD, and was unwilling to seek help for fear of looking weak.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129034%7C  On December 30th] the Karszekani was radically altered in the course of a single day. Karszekan Sk&#039;resti woke from his coma and immediately Lord-Regent Not&#039;zar Izweski&#039;s authority dissolved. The Karszekan, filled with the same resolve and militarism as before, made bombastic speeches in which he openly declared his intention for a great conquest of the Karszekani&#039;s foes. This fired up the bellicose members of the nobility and many began to prepare for a new age of war and conquest. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129267%7C  On January 2nd] of the new year 2462, the Karszekan went on a tour over several Wastelander territories. During this he vowed to persecute, run out, and even slay the Wastelanders. The Karszekan swore that all lands reclaimed by the terraforming efforts would be settled exclusively by loyal Sinta, and that in this new era there would be no room for Wastelanders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129565%7C  On January 5th] the Karszekan was holding court in the city of Res’karum, Moghes, to meet with Wasteland representatives to hear their cases for their own existence. During this a robed figure entered the room and presented the Karszekan with a scarred Wastelander child. The robed figure was revealed to be the Prophet of Flame Si&#039;akh. The Prophet declared the child was the reincarnation of Yakt Izweski. Initially outraged, the Karszekan paused when attempting to strike down the child and the prophet. As the Prophet escaped in the resultant riot and chaos, the Karszekan, who never fully processed his grief, seemed to accept the child as his own. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130233%7C  On January 11th] the Karszekan adopted the child, declaring him Yakt Izweski and his true heir. The Karszekan&#039;s open adoption of Si&#039;akh&#039;s belief in reincarnation immediately blew up the tenuous peace between Church and State. Reprisals against Si&#039;akh communities across Moghes took place, and High Priest Unzi condemned the Karszekan for heresy.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130357%7C  On January 14th] a mundane article on water treatment reports that seemed to show corruption was found by sleuths to be embedded with documents exposing the Karszekan&#039;s mental state. In the documents, which consist of audio and video, the Karszekan is suffering from hallucinations, episodes of explosive violence, and irrational anger. In the logs its made clear that the Karszekan is still suffering from severe &#039;Post Trauma Disorder&#039;, but is both unwilling to seek help while his retainers and courtiers are too afraid to convince him to get help, believing it would be humiliating for the Karszekan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130667%7C  On January 17th] Z’krazki Izweski, now 20 years old as the youngest of the Hegmon&#039;s children, is named a Kataphract. During the ceremony he was continuously asked about his thoughts on his father&#039;s actions but became agitated and left.&lt;br /&gt;
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== The Burning of the Scept ==&lt;br /&gt;
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Following the condemnation by the High Priest, and hostility between the church and the Karszekan, the Church was accused of kidnapping the reincarnated heir, Yakt Izweksi from the Citadel. The city watch of Skamander laid siege of the Grand Scept of the church, facing off against the Maraziites who had been discreetly arming themselves within the scept. Eventually, after a tense 3 day stalemate where neither side began overtly hostile actions, the Karszekan openly accused High Priest Unzi of the kidnapping in a public speech. Immediately, Izweski bannermen began to attempt to fight their way into the Scept, making it to the entrance as priests barricaded the doors and windows. As anarchy began to grip the city, the Maraziites attacked the city watch, which itself had divided as many members deserted to side with the Church. After a night of fighting, the Izweksi bannermen were repelled from the Scept, leading the Karszekan to personally lead an attack to the Scept with his Guwan guard. This attack would overwhelm the Maraziites and members of the Watch with them, and in the resulting capsulation the Karszekan sacked and heavily damaged the Scept. With Lords swearing to avenge this destruction, the Karszekani was on the brink of a full scale civil war. However, Karszekan Sk&#039;resti would not live to see this, as during a meeting with loyalist lords, Kataphract Z&#039;krazk Izweski, son of the Karszekan, would slay his father. thrusting Not&#039;zar back into the role of Karszekan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130889%7C  On January 19th] the grand temple of the Sk&#039;akh faithful in Skalamar. Moghes, was surrounded by the City Watch on the orders of the City&#039;s Lord Trikzara Sirax. The Watch initially respected the Scept, meeting with delegations from inside on the steps. They accused members of the Church of kidnapping Yakt Izweski, the adopted child of the Karszekan. In defense of the Scept Maraziites began clandestinely rearming themselves and moving to the area, actions explicitly banned by the law. High Priest Unzi himself canceled his trips and returned to the city to the seat of his power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131079%7C  Violence broke out on January 21st] throughout Skalamar. In a public speech the Karszekan accused Unzi of kidnapping Prince Yakt and made his intentions for violence known if Yakt was not returned. The Izweski&#039;s personal soldiers fought their way to the Scepts entrance as the priests barricaded the doors and windows. In retaliation the Iron Masks violently assaulted the Watch, attempting to reinforce their holy site. The Watch itself was divided, with many deserting to join the defense of the Scept. The brutal and confusing three-way conflict Lords across Moghes responded by summoning their own forces. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131116%7C  By the morning of January 22nd] the Izweski bannermen were repelled by the Watch and by the Iron Masks. In response the Karszekan, personally wearing a Breacher Suit, led a large contingent of his personal Guwan Guard to the Scept. A loose coalition of Watchmen, Iron Masks, and armed commoners were viscously and decisively defeated and scattered as their clubs and ballistic rifles were useless against the heavy armor of several Breacher Suits and the advanced laser weapons. Other groups surrendered immediately. The Guwan Guard and the Karszekan made their way to the Scept where they were confronted by Lord Trikzara Sirax himself. After a brief argument Sirax stood down and refused to participate in the assault. As a consequence the Third Scept was sacked by the Karszekan and the Guwan Guard. High Priest Unzi himself was critically wounded in the attack that saw the destruction of countless priceless religious and historical artifacts. The building itself suffered heavy structural damage. By the end of the day several Lords swore to avenge the sacking and declared themselves to be in open revolt. By nightfall the Karszekani was once again teetering on the brink of a full scale civil war.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131234%7C On January 23rd] the Karszekan was meeting with loyalist Lords to discuss their strategy, with his sons Not&#039;zar Izweski and Kataphract Z&#039;krazk with him. During the war council the Karszekan began demanding increasingly harsh responses, at one point even calling upon Captain Xirac, present in the meeting holographically from the HMV Annihilation, to commence orbital bombardment of all cities with Lords that declared themselves against the Izweski. After a fierce argument and escalating tensions, Kataphract Z&#039;krazk drew his sword and killed his father before all those present. Not&#039;zar Izweski was then unceremoniously thrust back into his role as leader of the Karszekan as his brother was clad in irons. Even with the death of the Karszekan, the rebelling Lords refused to end the conflict and announced that they would only follow Not&#039;zar once again if he defeated the rebellion in open battle. &lt;br /&gt;
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= Not&#039;zar&#039;s Civil War (2462) =&lt;br /&gt;
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Thrust back into the position of Karszekan, Not&#039;zar was faced with a civil war due to his fathers actions. His own forces were disorganized, with loyal lords refusing attempts at centralization, and most of the lower nobility having defected to rebellion resulting in a critical shortage of officers. In an attempt to fix this, Not&#039;zar decreed that even the lowest members of the nobility, landed or otherwise, could serve as officers resulting in many Unathi from across the spur to return to Moghes to fight on the side of the Karszekani. Others would return to fight on the side of the growing rebellion. As armies maneuvered, it was soon discovered that the rebellion would be decided in a single battle, the battle of four hills. Fought north of To&#039;ha&#039;dat, the battle was an intense struggle, but would see the loyalists prevail over the rebel forces, with a significant number of foreign-born unathi fighting within the battle. After the battle Not&#039;zar met with the leaders of the rebellion, and through skillful political maneuvering, managed a separate peace with the primary military leader of the rebellion, forcing a total capitulation of who remained. &lt;br /&gt;
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The civil war saw the consolidation of Not&#039;zars power, the growing acceptance of Diona augments, the dissolution of the Maraziite order, and the imprisonment of High Priest Unzi. It would mark the turning point for the Karszekani in the eyes of many, being seen as the last point in time where the Izweski could have been dislodged from their position as the Karszekan of Moghes, and their resulting victory a sign that they would remain where they are.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131324%7C  On January 25th] Not&#039;zar found that even within his own loyalist forces, patience for his radical ideas was strained. Lords rejected his attempts to centralize their forces and appoint officers from his Cadet Schools into the army. Due to mass defections by lower-nobility to the rebel side, this left Not&#039;zar&#039;s army with critical shortages in officers. Another option was implemented, allowing even the lowest members of nobility to become officers. This saw many Unathi from as far as Tau Ceti come to Moghes to fight on the side of Not&#039;zar, while others returned to fight on the side of the rapidly growing rebellion. Several battles broke out in these initial stages, with victories and defeats on either side. But the primary upcoming battle was at a site known as the Four Hills, which if lost by the loyalists would throw open the gates of To&#039;ha&#039;dat and Skalamar itself to the rebellion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131402%7C  January 25th] saw ceremonial preparation for the Battle of Four Hills. Here Not&#039;zar, oversaw his assembly of Unathi and Vaurca warriors while across Moghes smaller scale battles were taking place.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131444%7C  On January 27th] the Battle of the Four Hills decided the civil war. After the intense struggle nearly saw the loyalist forces rout, and even after the near-death of Not&#039;zar in personal combat, the loyalists prevailed and routed the rebellion forces. The battle is historically significant for the large number of foreign-born Unathi who came to Moghes for the fighting. A large number of Unathi from Tau Ceti came, fought, and then retuned to their home Star System.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131587%7C  By January 28th] Not&#039;zar Izweski, met with the three leaders of the Rebellion: High Kataphract Zakeai, Lord Orezali, and Maraziite Chapter-Master Nu&#039;ghai. During the peace conference he skillfully divided the rebellion by tapping into the animosity between their leaders. He secured a separate peace with Lord Orezali, which reduced the rebellion&#039;s forces so significantly that they had no choice but to comply in turn. The consequences of the brief civil war were intense on historical, political, and sociological scales. It saw the consolidation of Not&#039;zar Izweski&#039;s power, growing acceptance for dionae augments and the becoming of Kizitaa - or &amp;quot;bonded ones&amp;quot;, or even Aut&#039;akh augments by maimed warriors, the deposition of High Priest Unzi and the dissolution of the Maraziite Order, the eventual loss of Gakal&#039;zaal by the Karszekani to the Democratic People&#039;s Republic of Adhomai, and a wider belief that the Lords were losing their ability to dislodge the Izweski from their position.&lt;br /&gt;
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= The Rise of Karszekan Not&#039;zar (2462-2465) =&lt;br /&gt;
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His victory in the brief civil war and quick consolidation of power made Not&#039;zars full ascension to Karszekan assured, as political maneuvers eased the transition and more formally esbatlished his authority. Immediatly after the surrender of the rebellion, Not&#039;zar presided over the trials of his brother, for murdering their father, and of High Priest Unzi, for the kidnapping of Yakt Izweksi. In both cases, the defendants were established to be guilty, with his brother Z&#039;krazki taking on the title of Guwandi, and High priest Unzi being exiled into the wasteland. At the conclusion the Trials, Not&#039;zar was seen speaking to Hizoni Razi several times, who had just been given broad powers as the Izweski Spymaster by Not&#039;zar.&lt;br /&gt;
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In the announcement for his coronation, Not&#039;zar promised to repair the image of Clan Izweski as honorable leaders, emphasizing his goal to take a more traditional style of rule compared to the times during his Reign as Lord-Regent. Following his coronation which took a large phsyical toll on the handicapped Karszekan, the colony of Gakal&#039;zaal fell to rebellion due to the draconian actions of Overlord Yizarus. Due to his actions, including the execution of a pro-Karszekani Tajara family, the overlord was stripped of all titles, and handed over to the people of Gakal&#039;zaal to do with as they pleased. The colony was written off by the Karszekani, and has since been under the tenious control of the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
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The Karszekan then supported the Republic of Biesel in it&#039;s conflict against the Solarian 35th Fleet, before the Karszekani was struck heavily by the onset of the phoron scarcity. With emergency phoron reserves depleted, Not&#039;zar reigns over a Karszekani in dire straits, with a bulk of the navies best ships unable to travel interstellar distances, and Moghes undergoing a famine, with strict rationing in place to attempt to stave off widespread starvation for the time being. Smuggling runs rampant, with the Navy ineffectually running patrols to intercept smugglers. The Karszekani stands on a precipice, and only the spirits knows if it will fall.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132442%7C  On February 10th] Not&#039;zar oversaw the trial of his brother. During the trial Not&#039;zar demanded that Z&#039;krazki justify his crime, and his obstinate younger brother refused to speak until mid-way through the trial. Z&#039;krazki&#039;s legal defendant, Advocate Miziak, was unable to persuade the emotional Not&#039;zar. The young Karszekan demanded that Z&#039;krazki take on the title of Guwandi and enter exile. This offer was accepted and Z&#039;krazki was escorted deep into the Wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132681%7C  On February 16th] High Priest Unzi faced trial. During the trial the same questions were brought up on the relationship between the church and the state, and where each had authority over one another. Unwilling to concede, Unzi trapped himself into sharing culpability with the Iron Masks. In the end he was found guilty on all counts and exiled to the Wasteland. In addition Not&#039;zar was seen speaking to the azure Hizoni Razi, who only a year ago saved his life. Unknown at the time, the young noblewoman at that moment was being given broad power over the Karszekan Shadow Service as spymaster for the young Karszekan. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134520%7C  On March 31st], Not&#039;zar Izweski made a speech for reconciliation and to repair the Izweski&#039;s image as honorable leaders, and emphasizing that he would be taking a more traditional kind of rule to placate the Lords. Hizoni Razi also spoke, herself announcing the formal coronation of Not&#039;zar Izweski as Karszekan in the next seven days.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134918%7C  On April 7th] Not&#039;zar Izweski was officially coronated as the 68th Karszekan, and the 19th Izweski to have the title. The experience was exhausting for the physically handicapped nobleman as he had to wear heavy clothes and a lot of jewelry, but the image portrayed as a strong, calming presence to his citizens in the first publicly broadcast coronation further increased his approval with the public.&lt;br /&gt;
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== The Fall of Gakal&#039;zaal (2462) ==&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119676%7C  On August 15th], word came from the Karszekani colony of [[Gakal&#039;zaal]], a majority Tajara planet, the second son of Guildmaster Mj&#039;akurahur disappeared from their clan’s estate just outside the capital city of Zikala. The Guildmaster blamed the Tajara of the colder northern regions which had never submitted to the Karszekani. Overlord Makar Yizarus, relative of the famous Lord-Admiral Yizarus, swore retaliation for what was believed to be an abduction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119781%7C  But by August 17th], the story became even more complicated, turning from an abduction in the dead of night to a story of love, religious conviction, and the resistance many of the local Tajara felt to their Unathi overlords and the demands to convert to their so-called &amp;quot;liberators&amp;quot; religion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137401%7C  On June 20th] the colony of Gakal&#039;zaal was finally pushed over the edge. Overlord Yizarus&#039; continued floundering and brutal treatment of the natives had worn out the patience of of the local Tajara population, the Guilds he was exploiting, and even Not&#039;zar Izweski.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137708%7C  By June 30th] the corruption and mismanagement prompted a more serious rebellion. Using guerilla warfare the Tajara rebels imposed significant casualties on the forces of Overlord Yizarus, who engaged in even more draconian punishments in an attempt to quash the movement.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=138172%7C  On July 15th] Overlord Yizarus was discovered to have been the mastermind of an elaborate ruse that saw the execution of a prominent pro-Karszekani Tajara family. In addition the Overlord had used a holographic projection claiming to be a moderately well known and honorable nobleman Shiassta to protect his own honor. Disgusted, Karszekan Not&#039;zar Izweski stripped Overlord Yizarus of his titles and all but granted Gakal&#039;zaal both autonomy and the right to do with Yizarus as they pleased if they caught him. Writing off the colony, Gakal&#039;zaal became an embarrassing stain on Not&#039;zar&#039;s proclaimed ability to integrate anyone within the Karszekanic system.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=139965%7C  On August 25th] Spymaster Hizoni Razi announced the conclusion of the investigation into the kidnapping of Yakt Izweski. It was revealed that an Izweski Citadel maid abducted the child and handed it over to the Maraziite Order. While the investigation did not settle the question on Unzi&#039;s involvement, it nevertheless proved to be the final blow in the Iron Masks&#039;s legitimacy, all but ending the Order entirely. At the same time the fate of Yakt Izweski was still undetermined, with the childs whereabouts still unknown.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=142913%7C  On November 22nd] Not&#039;zar Izweski announced that the Karszekani would be intervening in the conflict between the Republic of Biesel and the attacking Solarian forces. Summoning Kataphracts and levys, forces were assembled an dispatched to protect the fledgling star nation.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=143207%7C  By December 4th] the crisis had been resolved, but due to elaborate demands on how the Karszekanic forces should return to Tau Ceti, the withdrawl took a considerable length of time that resulted in hundreds of warriors being stranded in the star system.&lt;br /&gt;
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== The Phoron Scarcity (2464) ==&lt;br /&gt;
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The Karszekani was finally caught by the Phoron scarcity in 2464, resulting in an economic downturn followed by famine. Not&#039;zar pushed many reforms in an attempt to avoid total catastrophize, tightening his control over the economy, demanding taxes from the guilds, instituting rationing and tapping Ouerea to become the Karszekanic food production center. These reforms managed to somewhat stabilize the situation, but greatly increased the influence of Hephaestus Industries, while decreasing the influence of individual guilds within the Karszekani. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/page/6/#comment-156281  On May 4th], the Master of Rivers for the Karszekani, Overlord Azui Hutay&#039;zai announced that the Karszekani&#039;s phoron reserves had finally depleted. The depletion of the reserves was an extreme danger to the economy, as it would become more and more difficult to ship goods manufactured or created within the Karszekani across the stars; The massive amount of exported goods from the Karszekani has been it&#039;s main source of revenue since first contact, and now the flow of credits into the nation had been cut off.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157225  On June 14th], it was announced by Lord&#039;s Claws Mizaruz Izweski that a large number of the navies galactic ships, including all three of the Cataclysm Class Super Dreadnaughts would no longer be able to travel interstellar, due to a lack of phoron to fuel their bluespace drives. The most advanced ships of the Karszekani were effected by this, and all ships above bulwark class were remanded to the the First and Second Fleet, who began to patrol the orbits of Moghes and Ouerea. The 4th fleet was created with all ships that could still go interstellar, and patrols the fledging Karszekanic colonies and borders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/?do=findComment&amp;amp;comment=157351  On June 21st], a string of announcements by megacorporations and their subsidiaries spelled out a general withdrawal from business within the Karszekani, and with Karszekanic Guilds citing unfriendly practices and difficulty transporting goods due to the Karszekanic tariffs and guild system. The only two companies not to withdraw from business with the Unathi were Hephaestus Industries and Orion Express.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157453  On June 24th], the Karszekan, with the Master of Rivers, announced their response to the withdrawal of megacorporations that had happened the following week. The response was an reform to the tax system, centrally the introduction of a flat guild tax that must be paid by guilds of the Karszekani, the establishment of a sales tax within the Karszekani, and the raising of tariffs. Secondarily, colony worlds were no loner allowed to transport goods directly from their ports, all goods must first go through the Moghes Orbital docks. The sales tax is also double on all colony worlds. In addition, mining operations began on Chantrell, the Moon of Moghes, with 1/3rd of the lands being given to Hephaestus as payment, and the other 2/3rds being put up for auction. The guilds generally despised these reforms, with only Hephaestus Industries praising the Karszekan for his wisdom.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157739  On July 13th], a joint report was released by the Fishermen&#039;s, Medical, Hunters, and aquaculture guilds of the Karszekani. The report stated that due to the scarcity making it near impossible to import enough food foodstuffs, and the issues of food production post-contact war, the Karszekani would soon be facing a full on famine as food stocks after the next harvest would only be enough to feed roughly three-fourths of the population. The report then went on to propose a solution, strict rationing under the Karszekan himself could hold over the Karszekani without widespread starvation, while food production is massively expanded on the Ouerea.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157872  On July 19th], a ship carrying smuggled goods was seized in the city of Tzonia. The goods were high end electronics, and the smugglers, mostly human, were intent on selling their goods without paying tariffs or enforcing the sales tax required by the Karszekan. The seizure illustrated a larger issue, where populations who before had easy access to high-end off world goods, primarily the urban nobility, wishing for a return to their pre-scarcity quality of life, regularly purchased smuggled goods. As a response, the Karszekanic Navy announced it would dedicate those ships unable to go interstellar to fighting smugglers.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158061  On July 26th], a Aut&#039;akh community was discovered being used as a smugglers base in Raizr. The community was using profits from their illegal operations to purchase high-end prothesis and electronics from the wider spur.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158210  On August 2nd], the results of the Karszekanic Navies attempt to combat smuggling were revealed. Due to the ships used in the attempt being incredibly large, and only able to utilize subspace engines, as well as tactics practiced by the Karszekanic navy, very few smugglers are intercepted. Most use small atmospheric shuttles who land in the wasteland, outside the reach of any city Watchmen. Those selling smuggled goods also began to use mobile shops, slipping into cities to sell their goods, before ducking back out into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158446  On August 9th], the Karszekan official announced a policy of food rationing over the radio. Ouerea had agreed to terms setout by the Karszekan, having it&#039;s colony taxes and tariffs revoked, as well as assurances those working on Ouerea will be majority Ouerean in return for becoming a food production powerhouse within the next year. Stealing food became a extreme crime, punishable by up to 15-20 years of hard labor. Rationing will work by having every clan register themselves and all their members with a local representative of the Karszekan, who oversees the distribution of food. Clans will pick up their food together, with each member being given a card with their photograph containing dates for pickup and type of food.&lt;br /&gt;
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== The Wedding of Not&#039;zar Izweski (2465) ==&lt;br /&gt;
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In mid-2465, a brief moment of joy interrupted the ongoing famine ravaging the Karszekani, as Karszekan Not&#039;zar announced his intent to marry and continue the Izweski line. Suitors from across the Karszekani flocked to Skalamar in the hopes of winning the Karszekan&#039;s heart, with each of them working to their own agendas. Eventually, however, Not&#039;zar chose to marry for love rather than politics, marrying his spymaster Hizoni Razi. The consequences of this, and the factions alienated by the Karszekan&#039;s choice, have yet to fully unfold.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164617 On April 20th], the Karszekan announced his intent to marry, leading to widespread celebration and speculation. Within hours of the announcement, the powerful factions of the Karszekani began planning, and seeking to turn this announcement to their advantage.&lt;br /&gt;
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The first suitor to formally announce her interest was Seleta Sarnac, the High Speaker. [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164643 On April 23rd], the diplomat announced her intent to court the Karszekan - though receiving some criticism for her progressive views, she persisted in her efforts. &lt;br /&gt;
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More suitors would follow, with two more arriving [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164686 on April 26th]. Zsash Hutay&#039;zai, daughter of Overlord Azui Hutay&#039;zai, was the first to arrive - followed shortly after by Overlord Rokasi Miazso of the Southlands. Hutay&#039;zai&#039;s interest proved controversial, as the only Th&#039;akhist seeking the Karszekan&#039;s hand; while Miazso&#039;s rivalry with the Sarnac clan as an oft-discussed subject among those speculating on the Karszekan&#039;s wedding.&lt;br /&gt;
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The final two suitors proved stranger still - the first not even nobility, but an elected official from the Ouerean Confederation, Ozesh Zuruziir. She arrived on Moghes [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164713 on April 29th], and rapidly began putting her own plans into motion. A short while later, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164739 on May 2nd], a young woman by the name of Azihoa T&#039;zakal announced her interest - the niece of Hephaestus&#039;s Sector Administrator, with close ties to the megacorporation in her own right.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164814 On May 10th], the Karszekan made his choice - announcing his imminent marriage to spymaster Hizoni Razi. Though rumors of a relationship between the two had long-abounded, her lack of expressed interest meant that the decision came out of nowhere to many of those observing. Nonetheless, the choice was made.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164835 On May 14th], very soon after the announcement, Hizoni and Not&#039;zar were married in the Great Scept, before the assembled nobility of the Karszekani. Though the celebrations seemed to bring some light into the Karszekani&#039;s dark situation, many of those who sought the Karszekan&#039;s hand - whether on their own, or through other proxies - left Skalamar angry at the Karszekan&#039;s decision. Whether his choice was a bold or foolish one remains to be seen.&lt;br /&gt;
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= The Izweski Restoration (2465-Present) =&lt;br /&gt;
As the phoron scarcity worsens across the Spur, the Karszekani has begun to stabilize, redoubling its efforts to heal the wounds of Moghes. As Hephaestus Industries greatly expands its power, the Sk&#039;akh Church recovers from the chaos of the civil war, and the Karszekan seeks new allies elsewhere, the Unathi people find themselves entering an age of uncertainty - and, perhaps, one of hope.&lt;br /&gt;
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== [[The Titan Rises Arc|The Titan Rises]] (2465) ==&lt;br /&gt;
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In 2465, the phoron scarcity&#039;s impact on the Karszekani would reach a tipping point, as the major guilds began to fall into bankruptcy and Ouerea erupted in rioting against potential ecological devastation caused by Hephaestus Industries. With the nation on the brink of collapse, the megacorporation swept in, buying out many of the major Karszekanic guilds and establishing a near-monopoly over the Izweski economy. This would not be purely one-sided, as concessions were required in order to sway the nobles of the Karszekani to allow such an action, naming Yukal T&#039;zakal as Guildmaster, standing equal to Titanius Aeson himself on the Board of Directors - the highest corporate position ever achieved by any non-human in the Orion Spur. As Hephaestus seizes nearly all the major Guilds, and Unathi gain ever more influence within the company, it seems apparent that now more than ever the nation and corporation are tied tightly together - and though both benefit from this, it is not without its own risks, and the potential for a schism in Hephaestus from the very top has not gone unnoticed...&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166310 On July 20th], Hephaestus Industries announced construction of a new aquaculture center on Ouerea, in the hopes of bringing an end to the famine gripping the Karszekani. Though some Ouereans claimed that it would damage the environment of Ouerea, these protests were small and largely dismissed.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166353 On July 22nd], that would change, as leaked documents - allegedly confidential Hephaestus internal memos - showed projections that the seas of Ouerea would be rendered barren by the megacorporation&#039;s aquacultural program. The planet erupted in outrage at Hephaestus, protests gripping the planet - while on Moghes, the general opinion was more favorable towards this, valuing the survival of the people living there over the Ouerean ecosystem. Though Hephaestus claimed the documents were forgeries, and released their own predictions showing that their project would be sustainable, it was too late - the fire had already been lit.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166364 On July 24th], Izweski and Hutay&#039;zai troops were deployed to Ouerea to quell the rioting. Martial law was imposed in several cities, in scenes reminiscent of the Rebellion, and several Oueran protestors wound up dead during battles in the streets of the planet&#039;s major cities. The rioting would continue for several days, with nearly one thousand dead from both protestors and Karszekanic forces. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166432 On July 27th], the rioting ended, with Hutay&#039;zai bannermen withdrawing from Ouerea to be replaced by K&#039;lax Warriors. Several prominent Ouereans, including members of the Synod of Scales, condemned the riots - as well as voices from further afield. The K&#039;lax and Izweski forces would remain on the planet to maintain order, before being withdrawn. The Karszekani&#039;s troubles were far from over, however, as would soon become clear.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166532 On July 30th], the Merchants&#039; Guild, a cornerstone of the Izweski economy, declared bankruptcy - driving the ongoing recession into what could only be described as a death spiral. The other guilds reeled from this, unable to export or trade their products without the Merchants, and it seemed that a depression was imminent in the Karszekani.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166909 On August 2nd], the other guilds would begin massive layoffs, attempting desperately to stay afloat as the economy crashed and burned around them. Guildsmen who had lost their livelihoods took to the streets in fury, protesting the cowardice of the guildmasters who had, in their eyes, thrown them under the bus. While Hephaestus snatched up much of the skilled workforce who had lost their jobs, thousands of Unathi across Moghes were left suddenly unemployed.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166927 Later that same day], Overlord Hutay&#039;zai made waves with an incendiary proclamation, condemning the Karszekan and claiming he will sell the Karszekani out to aliens. This proclamation bordered on treason, though the Karszekan&#039;s response was surprising, expressing sympathy rather than condemnation, claiming that Hutay&#039;zai is being misled and hoping he realises that. What exactly the Overlord meant with his words, none were certain - at least, not yet.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166947 On August 3rd], history was made as Hephaestus CEO Titanius Aeson gave a public address, declaring that Hephaestus was alien no longer - both a human corporation and an Unathi guild, and that its leadership should reflect this. Former Sector Administrator, Yukal T&#039;zakal, was raised to Aeson&#039;s former position of Guildmaster - a position equal to the CEO in authority, above the board of directors. This would be the highest corporate position ever reached by a non-human, and it would send shockwaves through the entire Spur; though they would be nothing compared to what was to come.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166950 That same day,] Hephaestus made its move - bailing out nearly all of the major Karszekanic Guilds (with the exception of the Merchants), and reorganizing them as subsidiary corporations. In a matter of hours, the megacorporation had suddenly achieved a near-monopoly within the economy of the Izweski Karszekani - and brought an end to the ongoing economic collapse. While some former guildsmen protested this, viewing it as vindication of Hutay&#039;zai&#039;s outlandish claims, many rejoiced, having regained their jobs complete with the newfound benefits provided by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/16330-tau-ceti-times/?do=findComment&amp;amp;comment=167247 This would send shockwaves even further afield], with Hephaestus stock prices skyrocketing as thousands of newly-hired Hephaestus workers on Moghes bought company shares. In the Republic of Biesel, economists were astounded at the masterstroke of Hephaestus, creating a monopoly that previously only NanoTrasen had dared to dream of - and in an entire nation, rather than one system. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167534 On August 17th], Karszekan Not&#039;zar would announce widespread reform of workers&#039; rights, in collaboration with Hephaestus. Guild workers across the Karszekani received paid vacation, sick leave, and mandatory Guild-provided healthcare - which would now largely be provided by Hephaestus, thanks to its acquisition of the House of Medicine. This would be celebrated by many, with the anti-Hephaestus sentiment on Moghes already fading among commoners and guildsmen - the economy was saved, and the workers would thrive more now than ever.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168522 On September 13th], the day many had awaited finally came, as the Karszekan declared an end to rationing. The aquaculture centers on Ouerea had begun exporting fish en masse already, and food distribution stands were torn down across the planet as the looming spectre of famine was finally banished - in the Untouched Lands, at least. Though the Wasteland still struggled with famine, the broad feeling across the Karszekani was one of hope - hope that the worst had finally passed, and the nation would emerge greater than ever. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sk&#039;akh Restoration, Part 1 (2465) ==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
While the Karszekani&#039;s economy entered its final descent, the ancient religions of Moghes were engaged in their own crisis. The Akhandi Order, exiled to Tau Ceti during the Iron Crusade, demanded reparations from the Sk&#039;akh Church - who were unable to agree, being deadlocked with only four Archpriests since the exile of Unzi. Eventually, Overlord Azui Hutay&#039;zai took action - using his right to appoint an Archpriest and break the deadlock, an act which he previously had decried as a betrayal of his Th&#039;akh faith. With the new Archpriest appointed, the Church voted in favor of reparations, leading to celebration among Th&#039;akh faithful - and some wariness among the Karszekani&#039;s nobility, as the once-broken power of the Church begins to repair itself.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166295 On July 20th], the Akhandi demanded several billion credits&#039; worth of reparations from the Church, with Overlord Hutay&#039;zai speaking out in favor and urging the Archpriests to pay the reparations. Faithful Sk&#039;akh nobility were outraged at this, urging the Church not to cave to the Akhandi demands.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166442 On July 27th], Sinta Articles revealed that the Archpriests were conflicted - unable to reach a consensus on the matter of the reparations, and seemingly growing angered in their debates over the matter. This deadlock would continue for some time, as without a High Priest there was no voice to call the highest of the Church to order.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167032 On August 5th], the Karszekan stepped in, as the ongoing economic crisis had been averted by Hephaestus Industries. The Archpriests were summoned to a meeting with Not&#039;zar Izweski, and reportedly left looking pleased, leading many to speculate that the Karszekan had managed to get them to agree on a solution. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167593 On August 19th,] the Archpriests announced that they would formally vote on the matter of reparations. In the Tza Prairie, Overlord Hutay&#039;zai&#039;s court shaman called on him to rise to his station and appoint an Archpriest, in the hopes that the ancient Akhandi temples could once again be rebuilt. The Overlord took this suggestion poorly, refusing to legitimize the Church in an angered public outburst that shocked many. In response to this, the Karszekan summoned Hutay&#039;zai to Skalamar to meet with him personally.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168256 On September 4th], Hutay&#039;zai seemingly had a shocking change of heart, agreeing to appoint a Sk&#039;akh Archpriest for the Tza Prairie - a historic first, as the region had traditionally been a heartland of Th&#039;akh. The new Archpriest, Akale Roeruz, thanked Overlord Hutay&#039;zai for his appointment, and spoke on the necessity of peace and friendship between their two faiths.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168468 On September 11th], Archpriest Roeruz was formally inaugurated, promising an end to the months of deadlock and dispute among the Church. Crowds of Sk&#039;akh faithful celebrated, bells ringing in the streets - as the Karszekani waited to see how the vote would unfold.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168621 On September 13th], the Archpriests voted three to two in favor of reparations to the Akhandi Order. The elder shamans of the Order gave their thanks, hoping that a new age of peaceful coexistence between Th&#039;akh and Sk&#039;akh could come to be. Some Sk&#039;akh faithful, however, were less than pleased with the decision, protesting what seemed to them to be the Church bending its knee to heretics. Regardless, thousands of Th&#039;akhists made pilgrimages to the ruins of the Akhandi Temples, in the hopes of blessing the reconstruction when it begins.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Unlikely Alliances Arc|Unlikely Alliances]] (2465) ==&lt;br /&gt;
During Hephaestus&#039;s rise to power, an Unathi pirate who had long evaded justice was captured by the forces of the [[Solarian Reconstruction Mandates|Southern Solarian Reconstruction Mandate]]. Zyuiz Guwan, formerly Captain Zyuiz Sitraz of the Izweski Navy, was captured on August 8th, 2465, and charged with the crime of piracy in Solarian space. After negotiations with the Karszekani, the SSRM permitted the prisoners to be extradited and tried by the Karszekani in a temporary embassy on the planet Sankt-Frederick. Lord-Admiral Yizarus presided over the trial, executing the captured pirates in a swift and merciless trial which shocked Solarian audiences. With the deed done, the admiral departed - leaving the Karszekani and the Reconstruction Mandate more open to future cooperation.&lt;br /&gt;
&lt;br /&gt;
== [[Stoking The Flames Arc|The Rise of Si&#039;akh]] (2466) ==&lt;br /&gt;
&lt;br /&gt;
Due to the divided state of the Sk&#039;akh Church and ongoing problems in the Karszekani, the Si&#039;akh faith saw a sudden rise to prominence, with the Prophet Si&#039;akh making several appearances both across Moghes and offworld. Si&#039;akh priests began preaching vocally on Ouerea, Biesel, and Mictlan, leading to religious conflict across the Spur. Several Si&#039;akh preachers attempted to enter the Empire of Dominia, and were caught and executed for their heresy - an act which worsened Izweski-Imperial relations. The full details of these events can be read on the arc page.&lt;br /&gt;
&lt;br /&gt;
== [[Demands of the Three Arc|The Sk&#039;akh Restoration, Part 2]] (2466) ==&lt;br /&gt;
&lt;br /&gt;
In 2466, the Archpriests of the Sk&#039;akh Church finally gathered to appoint a new High Priest, with the rising influence of Si&#039;akh threatening them into action. After a period of much debate regarding the future role of the Church in society, the question of Church militancy, and the spiritual wellbeing of the nation, a new High Priest was finally chosen - Korza Azandar, former Archpriest of the Southlands. A moderate voice, Azandar was able to gain the support of both the militant Archpriest Malza and the radically progressive Archpriest Azente - though what concessions they extracted from him in exchange for their votes remain unclear. The Church was permitted to raise a small force of armed men, though one far more tightly leashed than the Maraziites of old.&lt;br /&gt;
&lt;br /&gt;
== [[New Blades Old Wounds Arc|New Blades Old Wounds (2466)]] ==&lt;br /&gt;
&lt;br /&gt;
In May 2466, Karszekan Not&#039;zar invited several diplomats from the Nralakk Federation to Ouerea, in the hopes of re-establishing relations with the formerly isolationist nation. After much deliberation, the Karszekani and Federation signed the Nralakk-Izweski Mutual Prosperity Agreement - a treaty establishing trade connections, mutual use of ports, and humanitarian aid efforts for the regions of Moghes harmed by the Contact War. Hephaestus Industries, seeking better publicity, involved themselves, leading to the wider SCC contributing to the humanitarian efforts via the crew of the Horizon.&lt;br /&gt;
&lt;br /&gt;
The humanitarian program was undermined by Lord Izaku of Mudki, who believed it to merely be the first stage of a nefarious Skrell plot. Izaku had his warriors abduct and torture several Federation workers for information in the town of Izilukh - a betrayal discovered by the crew of the Horizon. With Izaku&#039;s crime exposed, he raised his banners in a desperate rebellion, which was swiftly defeated by the Karszekan&#039;s forces. Though the future of the Karszekani remains uncertain, it appears that their new agreement with the Federation will continue without significant opposition.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=39486</id>
		<title>Contact War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=39486"/>
		<updated>2026-05-27T08:17:26Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
 |conflict = Contact War&lt;br /&gt;
 |image = Moghes_porposal&lt;br /&gt;
 |date = 2438 - 2449&lt;br /&gt;
 |location = [[Moghes]]&lt;br /&gt;
 |result = Karszekanic Victory&amp;lt;br&amp;gt;Dissolution of the Traditionalist Coalition&amp;lt;br&amp;gt;Creation of the Wasteland&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Karszekani Moghes]]&lt;br /&gt;
 |combatant2 = Traditionalist Coalition&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Karszekan_S&#039;kresti_Izweski,_The_Fallen|Karszekan S&#039;kresti Izweski]]&lt;br /&gt;
 |commander2 = [[Notable_Unathi#Don&#039;zai_Azarak|King Don&#039;zai Azarak]]&amp;lt;br&amp;gt;Various Coalition nation leaders&lt;br /&gt;
 |strength1 = Approx. 1.4 million professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces&lt;br /&gt;
 |strength2 = Approx. 1.8 million professional soldiers&amp;lt;br&amp;gt; Unknown number of levied forces&lt;br /&gt;
 |casualties1 = Approx. 600 million combined civilian and military&lt;br /&gt;
 |casualties2 = Approx. 1.3 billion combined civilian and military&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Contact War was a global conflict on [[Moghes]] which took place from 2438-2449. The war was fought between the [[Karszekani Moghes]] and a coalition of independent nations, primarily referred to as the Traditionalist Coalition. The war escalated into a nuclear exchange which devastated large swathes of Moghes, and created the barren and desolate [[The Wasteland|Wasteland]] which now scars the planet.&lt;br /&gt;
&lt;br /&gt;
The Karszekani Moghes had a long history of condescending and patronizing attitudes towards its neighbors. As a global superpower it regularly and eagerly intervened in the affairs of other clans and kingdoms outside its borders. Many, even within the Karszekani, felt the Izweski were naked despots who would sacrifice any form of honor code or creed in the name of solidifying their own power.&lt;br /&gt;
&lt;br /&gt;
When humanity and the [[Skrell]] made first contact with the Unathi, diplomacy was conducted near-exclusively through the Izweski, who worked to ensure a monopoly on trade with alien powers. The nations of the Coalition came to fear a future where the Karszekani would rise as an interstellar empire, and the other nations of Moghes would either be crushed effortlessly or left to fade into irrelevance.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
In 2403, a human exploration team discovered Moghes. Shortly aftewards, first contact was made. Traders and scientists from the [[Solarian Alliance]] and [[Nralakk Federation]] flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the capital of the Karszekani, became the first Unathi city to have a spaceport constructed. Built by [[Einstein Engines]] and opened in 2405, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
The Izweski claimed to speak for Moghes, and the difficulties in the early days of human xenolinguistics had Solarian and Skrell scientists taking the concept of the &amp;quot;Karszekani&amp;quot; extremely literally when first contact was made, believing initially that the Izweski ruled uncontested over Moghes. Karszekan S’kresti initially kept alien presence restricted and under watch, with human vessels only being permitted to trade in Skalamar and on [[Ouerea]] - all in order to prevent rival nations from gaining access to advanced technology.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;The New Moghes&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Shrewd political maneuvering by the Izweski Clan saw the introduction of the Extranet to Skalamar by 2406, though access was extraordinarily stratified to the upper echelons of the Karszekanic government, which reflected the massive economic disparity between the upper and lower classes of the Izweski Nation. With the unprecedented access to the sum collection of all human and Skrell knowledge at the time the Izweski were able to begin reverse-engineering alien technology based on information gained via the Extranet, or otherwise gained in-depth as a result of various treaties or trade deals between them and interstellar powers.&lt;br /&gt;
&lt;br /&gt;
By 2410 this resulted in the first fusion power plant being opened in Skalamar by Junzi Electric - the dominant guild of the Izweski energy market. The Yuiztiz Fusion Plant had a capacity of 30,000MW of electricity, compared to most Moghean natural gas power plants that had a capacity of 5,500MW. &lt;br /&gt;
&lt;br /&gt;
Needless to say, the global energy market collapsed as energy Guilds began to realize they would become irrelevant within a decade at most. Ironically the price of electricity skyrocketed across Moghes for years as fusion power became a reality and utility Guilds went under, whereas after a brief few months of fluctuations the Izweski found themselves achieving full energy independence until the conclusion of the Contact War.&lt;br /&gt;
&lt;br /&gt;
=== The Uezwik Incident ===&lt;br /&gt;
&lt;br /&gt;
As soon as diplomatic channels were opened with alien life, the Karszekani prioritized its offworld expansion, investing enormously into its fledgling colony on Ouerea and increasing funding to the space program. As Ouerea became increasingly self-sufficient, Karszekani scientists turned their efforts towards expanding beyond Uueoa-Esa. The Karszekani possessed some warp-capable ships, purchased from human corporations - but Karszekan S’kresti did not wish to remain reliant on alien assistance forever. In collaboration with Solarian and Nralakk scientists, the Izweski Space Program began studying the science of warp travel. Their efforts finally bore fruit in 2437, with the creation of the first Unathi-manufactured FTL-capable spacecraft - the HRV &#039;&#039;Uezwik’s Hope&#039;&#039;, named for the project’s lead scientist.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Uezwik’s Hope&#039;&#039; was scheduled to depart Uueoa-Esa on July 18th, 2437, making a warp jump to a neighboring star system - but disaster struck. A minor unnoticed error in the calculations of the researchers led to the vessel drifting outside of the charted warp lane, diverting it from its planned course. The vessel rematerialized in the correct system, but the malfunction led to a high-speed impact on the surface of a barren dwarf planet. Solarian and Nralakk vessels searched for the &#039;&#039;Uezwik’s Hope&#039;&#039; for several days before locating the wreckage - with no survivors.&lt;br /&gt;
&lt;br /&gt;
The loss of the vessel was regarded as a great tragedy across Moghes, with some anti-Karszekani figures claiming it as a testament to Izweski wickedness, accusing the Karszekan of having thrown away the lives of its crew out of his own hunger for power. Though it was considered a tragic loss of life, there was little international anger until November 3rd, 2437- when the HRV &#039;&#039;Uezwik’s Memory&#039;&#039; successfully completed the same warp jump that its predecessor had failed. The Izweski were now an interstellar nation in truth, and to many of the other nations of Moghes this was a sign that they would soon be powerless before the Karszekani’s strength.&lt;br /&gt;
&lt;br /&gt;
=== The Firebrand Summit ===&lt;br /&gt;
After the Uezwik’s Memory made its successful warp jump, the nations of Moghes were in a state of uncertainty. In January of 2438, the [[Broken Coalition|Azarak Kingdom]] - the largest and most powerful of the non-Karszekanic nations - called a summit in the city of Darakath, inviting the leaders of nearly every nation on Moghes. Over a hundred world leaders attended the summit, alongside observers from the Sol Alliance and Nralakk Federation, to discuss the growing power of the Izweski and concerns about the future of Moghes.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Unathi#Don&#039;zai_Azarak|King Don’zai Azarak]] opened the summit with his now-infamous “Broken Oaths&#039;&#039; speech, decrying the Izweski as honorless and brutal conquerors, who sought to use alien technology to bring all of Moghes under their rule and bring about a single global government firmly under Izweski control. King Don’zai famously ended his speech by declaring that “The Izweski founded their Karszekani on broken oaths! Will we allow them to break us like they broke the bodies of the Sarakus? They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!”&lt;br /&gt;
&lt;br /&gt;
[[The Queendom of Sezk-Hakh|Some nations]] chose to stay neutral, or believed that aligning themselves against the Karszekani could only end in devastation. However, many of the independent nations of Moghes - and nearly all of the ones with the capacity to threaten the Karszekani - found reason in King Don’zai’s words, believing that the only way to stop the Izweski from conquering all of Moghes was to strike first and defeat them before their designs could be realized. When the summit was over, these nations planned a grand alliance - one intended to crush the Izweski swiftly and force a surrender.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Begins ===&lt;br /&gt;
&lt;br /&gt;
On February 6th, 2438, the first shots of the Contact War were fired, with a massive force from several kingdoms assaulting the cities of the [[Zazalai Mountains]] - the eastern border of the Karszekani. Though their forces broke upon the walls of Mudki, Traditionalist forces were able to capture the city of Bahard and march through into the [[Southlands]], though they were met in battle by the assembled armies of Overlord Miazso and driven back towards the mountains. &lt;br /&gt;
&lt;br /&gt;
In the west, the forces of the [[Torn Cities|Kopesk States]] and the [[Tza Prairie|Tza Kingdom]] fared better, with the former’s navy disrupting Izweski control of the Moghresian Sea and the latter’s soldiers seizing large swathes of land in the northern Karszekani, though unable to penetrate the well-defended borders of the Heartland. The fighting would continue for several months - but the Coalition’s forces were steadily repelled by the Izweski, having lost the element of surprise. When the eastern front was pushed back past the Zazalais, the nations of the Coalition had realized that they were doomed to defeat - and that their fears of an Izweski-dominated Moghes would come to pass.&lt;br /&gt;
&lt;br /&gt;
The forces of the [[Unathi in Dominia|Kazhkz Kingdom]], a small yet powerful nation from the western Coalition, sought to end the war in a bold and decisive stroke - using purchased alien shuttles to launch a spaceborne assault on Skalamar and capture the Karszekan himself, forcing an unconditional surrender. The assault failed, driving the Kazhkz and their Han’san allies from Moghes and into a life of piracy, which would eventually lead them to their current position in the [[Empire of Dominia]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Model Army ====&lt;br /&gt;
&lt;br /&gt;
The Karszekani had not faced a true threat in war since the War of the Honored Alliance - and with access to alien technology, they had the most advanced military force that Moghes had ever seen. Karszekani-made ballistic weapons were increasingly phased out, replaced with alien-imported and later Unathi-manufactured laser weaponry and energy blades. The first prototypes of the breacher suits were designed and fielded, rendering an Izweski soldier nearly immune to small-arms fire from enemy forces. &lt;br /&gt;
&lt;br /&gt;
The forces of the Coalition were far more varied in their equipment - though the Azarak and a few other nations possessed weapons and technology nearly on par with that of the Izweski pre-Contact, many of the poorer and less advanced nations of the Coalition were forced to make do with ancient and outdated equipment - levied troops wielding rifles that would not have looked out of place centuries ago, hastily-converted guild vehicles acting as makeshift armor, and the looted aircraft of Izweski nobility being used for crude air support all being common sights among these nations. Many of these nations were unable to resist the Izweski counterattack at all, with Traditionalist military strategy coming to rely on the better-trained and equipped forces of the wealthier kingdoms.&lt;br /&gt;
&lt;br /&gt;
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|The Izweski Nation finds itself struggling to accommodate refugees trying to escape the growing Wasteland.]]&lt;br /&gt;
==== A New Model War ====&lt;br /&gt;
The Contact War was a war unlike any fought on Moghes before - one where ideas of honor, valor and tradition steadily vanished from both sides, replaced with the sole goal of survival. Battles grew more vicious, negotiation between the two sides became increasingly rare, and all of Moghes drifted closer and closer to total annihilation. The world was locked in a total war, one which both sides knew could only end in victory or death.&lt;br /&gt;
&lt;br /&gt;
The Contact War saw little in the way of naval combat - the fleets of the Kopesk States providing the main engagement in the Moghresian Sea. In 2439, Kopesk vessels attempted to capture several Izweski nuclear facilities on islands in the Moghresian Sea, in the hope of forcing a surrender. Though the Kopesk sailors possessed far more experience at sea than most Izweski forces deployed, and they were able to win several victories, they were eventually cornered and destroyed off the southern coast by a joint force of the Sarnac and Eizde clans.&lt;br /&gt;
&lt;br /&gt;
As the war dragged on, the Coalition’s ground forces increasingly proved a poor match for the Izweski, with more advanced technology making its way to the Karszekani’s front lines such as the breacher suits. In response, the Coalition began practicing increasingly indiscriminate aerial and artillery bombardment of losing positions, which Izweski lords were slow to respond to. Though the nations of the Coalition were immensely varied in their tactics, their doctrine came to favor swift and vicious offensives, in the hopes of forcing a decisive victory.&lt;br /&gt;
&lt;br /&gt;
The Izweski mounted an effective defense, but encountered difficulties in advancing into Coalition territory. Issues of communication through such a large and inefficiently managed army, as well as a focus on infantry warfare, led to the Izweski army being both nearly-unstoppable and incredibly slow to advance.&lt;br /&gt;
&lt;br /&gt;
=== Reactions To The War ===&lt;br /&gt;
&lt;br /&gt;
The war was portrayed in Izweski propaganda as a war against backward savages. Unathi from the Traditionalist Coalition were treated as savages railing against progress, and portrayed as barely Sinta at all. Many Izweski Unathi feared that the Traditionalists wanted to destroy modern society itself.&lt;br /&gt;
&lt;br /&gt;
The Izweski were portrayed by the Traditionalists&#039; propaganda as vicious imperialists - and later, as alien collaborators. The Izweski were painted to be oppressive puppets to the humans and Skrell, seeking to conquer all of Moghes and sell it off to alien powers for the benefit of the Izweski and their allies. Many sincerely believed that the Karszekani was threatening the very foundation of what it meant to be Unathi, shaming their ancestors or having lost the favor of the Great Spirit.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation found itself shocked by the violence unfolding on Moghes. They dispatched a cruiser to orbit over the planet, and transported a peace delegation to the city of Darakath, in the hopes of negotiating a peaceful end to the war. The shuttle was shot down by Azarak anti-air weapons, killing everyone on board. Outraged at the murder of a diplomatic delegation, the Skrell moved their cruiser in the system to the orbit of Ouerea, pledging to never again provide assistance to Moghes - all the while human megacorporations continued to do just that with the sale of weapons and technology to the Karszekani.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|Though the threat of nuclear war was a constant one, its outbreak had been kept in check by the promise of mutually assured destruction - an idea which vanished quickly as the war continued.]]&lt;br /&gt;
&lt;br /&gt;
=== The Atomic Exchange ===&lt;br /&gt;
After vicious fighting, primarily in the Zazalai Mountains and the borders of Traditionalist kingdoms, the Coalition realised they lacked the ability to breach the Karszekani’s borders in conventional battle. On September 6th 2439, a Traditionalist atomic bomb was dropped on the Izweski city of Da’ha’den, nearly completely obliterating the city.&lt;br /&gt;
&lt;br /&gt;
The Traditionalist Coalition’s use of nuclear weapons came as a surprise - though the Azarak and a few other kingdoms did possess nuclear weapons, the Coalition used them in enormous numbers, almost comparable to the Izweski’s. To this day, the question is often raised when discussing the Contact War - how did they get so many nuclear weapons, and how did the Izweski not know about it? Theories range wildly, with some suspecting a decades-long plan for a global war from the Azarak - discreetly arming their fellow independent kingdoms for when the time came to strike the Izweski. This is a fringe theory, however, with the more commonly accepted belief being that the kingdoms of the Coalition received aid from Izweski scientists and rapidly began the production of nuclear weapons in the hopes of providing a deterrent against Izweski power when it became clear that the Traditionalists would not be able to win the Contact War conventionally. When the first nuclear weapons were fired, however, the idea of mutually assured destruction vanished - and all of Moghes would pay the price for it.&lt;br /&gt;
&lt;br /&gt;
Though some of the wealthier and more powerful kingdoms of the Coalition possessed atomic weapons, the Izweski were unprepared for their use in such numbers, with both sides beginning a continued nuclear exchange - launching hundreds of nuclear weapons. It is reported that observing alien vessels had their viewing shutters lowered constantly to prevent eye damage to the crew, as Moghes burned below them. The nuclear exchange lasted for one week. By its conclusion, nearly two billion Unathi were dead, and over sixty percent of the planet’s surface was rendered uninhabitable [[The Wasteland|wasteland]].&lt;br /&gt;
&lt;br /&gt;
=== The Aftermath ===&lt;br /&gt;
&lt;br /&gt;
Nuclear warfare devastated Moghes, rendering nearly two-thirds of the planet’s surface an uninhabitable wasteland. Despite this, the violence continued as the war devolved into a desperate struggle for survival - with both the Karszekani and Coalition knowing that defeat would mean extinction.&lt;br /&gt;
&lt;br /&gt;
As Moghes burned and the war raged on, the Izweski began to gain an unmistakable upper hand, capturing several of the most powerful nations of the Coalition and forcing a surrender. Though it would not end the war, many historians say that the outcome was decided in 2446 - when the previous king of the Tza Prairie perished, and his son Azui Hutay’zai ascended to the throne. The new King Hutay’zai’s reign would be short, as he decided to preserve his lands from the madness engulfing the world - surrendering his crown and swearing his fealty to the Karszekani Moghes. With one of the Coalition’s most influential states having defected, the lands to the east of the Zazalais began to increasingly fall under Karszekani control - with some particularly pro-Izweski accounts claiming that Traditionalist forces fired nuclear missiles at their own lands as they retreated to slow the Karszekani advance, though this is viewed with skepticism at best by modern historians.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Darakath ===&lt;br /&gt;
&lt;br /&gt;
The Contact War finally ended on December 4th, 2449, when Izweski forces captured the Azarak capital of Darakath. Azarak air defenses had protected the region from nuclear strikes, leading to a ground invasion by Karszekani armed forces under the personal command of Karszekan S’kresti. The Azarak forces fought viciously, but the city soon fell, marking an end to eleven years of bitter war. The entire Azarak clan was sentenced to death for their role in the war and the devastation of the nuclear exchange, and many of their vassals chose to face execution rather than bow to the Izweski.&lt;br /&gt;
&lt;br /&gt;
With the war over, Moghes was changed forever - billions had perished in the war, and nearly two thirds of the planet’s surface had been transformed into the lawless and barely-habitable Wasteland that still plagues Moghes today. The population of Moghes prior to the war was approximately eight billion - today, decades after the war, it stands at around 6.4 billion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39485</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39485"/>
		<updated>2026-05-27T08:13:54Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Fixed some bits of the cultural resurgence update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Karszekani Moghes]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, now called Karszekani or High Kingdoms, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Karszekani and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases, and the phoron scarcity prevents the Karszekani from using its fleets to their fullest, in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Karszekani&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Karszekani. The most prominent clans, such as those of Overlords and the Karszekan himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Moghesian guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, greimorians, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
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&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Karszekani Moghes, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Karszekani Moghes, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
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&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
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&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
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&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
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&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
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Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Karszekani, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Karszekan himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
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- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
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Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Karszekani&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
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Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
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== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039;, now called &#039;&#039;&#039;Karszekani&#039;&#039;&#039;, that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon,&#039; called &#039;Karszekan&#039;, nowadays.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Karszekani&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Karszekani&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Karszekani&#039;&#039;&#039;, or the &#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Karszekani Moghes was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
On February 1st 2468, Karszekan Not’zar Izweski announced his cultural resurgence project in an effort to better unify Moghes. With the term “Hegemony” being a rough Human translation, the Hegemony becomes the Kerszekani Moghes, or High Kingdom of Moghes; and the Hegemon, the Karszekan, or High King.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
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Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
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Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Karszekani and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski-led Karszekani Moghes has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Karszekan&#039;s head— &#039;&#039;many people want to kill the Karszekan, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Karszekani, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Karszekani Moghes.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Karszekani&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Karszekanic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Karszekan is something of an exception, having always had a connotation of military conquest to it. As such, Karszekans throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Karszekan Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Karszekani Moghes’ history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karszekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Karszekani, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karszekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Karszekani still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Karszekani used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Karszekani and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Karszekani or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Karszekani Moghes, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Karszekani proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Karszekani’s territories — the Karszekani Moghes itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Karszekani_Moghes|here]].&lt;br /&gt;
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Those that come from outside of the Karszekani and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Karszekani. The Karszekani Moghes does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Karszekani Moghes and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Karszekani government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Karszekani Moghes. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Karszekani Moghes ===&lt;br /&gt;
&#039;&#039;See also: [[Karszekani Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Karszekani since his father S&#039;kresti Izweski, the previous Karszekan, or Karszekan at the time, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Karszekan is best thought of being the High King, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old ruler fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Karszekani into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Karszekani Moghes&#039; territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the S&#039;kresti awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Karszekan attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Karszekan, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Karszekan of the Karszekani Moghes. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Karszekan. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Karszekani Moghes. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Karszekani but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Karszekan and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Karszekan and his family, which means that it wouldn&#039;t try to launch a coup or replace the Karszekan without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Karszekani in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Karszekani are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=39484</id>
		<title>Unathi History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=39484"/>
		<updated>2026-05-27T08:09:50Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
==Pre-Karszekanic Unathi==&lt;br /&gt;
&lt;br /&gt;
===The Nomadic Era===&lt;br /&gt;
The ancient Unathi were believed to be primarily organised into nomadic hunter-gatherer societies, largely consisting of small clans following large herds of threshbeasts across the savannahs of [[Moghes]]. The earliest signs of permanent settlement date back to around 12500 BCE, as larger clans began to migrate towards the shores of the Moghresian Sea - developing primitive forms of aquaculture and animal husbandry to sustain their settlements. This is around where the earliest signs of faith resembling modern [[Th&#039;akh|Th’akh]] begin to emerge, with ancient shrines believed to be dedicated to various spirits having been unearthed by Izweski archaeologists.&lt;br /&gt;
&lt;br /&gt;
===The Warring Cities Era===&lt;br /&gt;
The transition from nomadic to settled life was a slow one - as many of the ancient proto-clans would frequently wage wars over the bountiful food supplies of the early settlements. Eventually, however, the populations of these early settlements would swell faster than their rival clans could dream of, leading to rapid growth and progress - development of writing, metalwork and more advanced shipbuilding techniques drove the settlements around the Moghresian Sea into some of the first cities of Moghes. The earliest currencies began to develop during this period, with dried and salted fish forming the backbone of these ancient economies.&lt;br /&gt;
&lt;br /&gt;
Other Unathi civilisations would arise during this period, known as the Warring Cities Era by modern historians. The ancient city of Darakath, in what is now the [[Broken Coalition]], is believed to have been first settled around this time, and some of the oldest historical sites in the [[Tza Prairie]] are believed to have been built by exiles from the city-states of the Moghresian Sea.&lt;br /&gt;
&lt;br /&gt;
For centuries, the regions now known as the [[Southlands]] and [[Izweski Heartland]] were ruled over by collections of city-states, each ruled by a single clan. As these states clashed with each other for territory and resources, the Unathi martial culture began to develop. Though there would be periods where one city-state dominated the rest, none of these ancient attempts at empire lasted long. While some historical documents refer to “The League of Nine Cities”, as a persistent presence in the region, archaeological evidence indicates that this was more of a temporary alliance, designed to deal with invading forces crossing the [[Zazalai Mountains]].&lt;br /&gt;
&lt;br /&gt;
The Warring Cities Era is generally considered to have ended around 920 CE, with the rise of the First Hegemony, called Karszekani nowadays.&lt;br /&gt;
&lt;br /&gt;
===The Sinta&#039;Mador===&lt;br /&gt;
There is one culture of particular note among the pre-Karszekanic civilisations of Moghes - the fabled Sinta’Mador. While much of their history is steeped in superstition and mysticism, modern scientists have made a study of the ancient culture of the Moghresian North Pole - though this has been frequently undermined by the efforts of [[Aut&#039;akh|Aut’akh]] cultists, who often steal Mador relics and artefacts for religious purposes.&lt;br /&gt;
&lt;br /&gt;
Factually, the Sinta’Mador are known to have been a culture that dwelled in the north polar region of Moghes, between the early Warring Cities Era and the rise of the First Karszekani. While it is unclear if the Sinta’Mador were a genetically distinct species to the Sinta’Unathi, or simply a name for a different culture, they were at the very least close relatives of the wider Unathi species. Very little reference can be found to the Mador in contemporary records, though some scraps of ancient poetry from the Tza Prairie do refer to “the children of Travakh”, and “corpse-scaled devils&amp;quot; - referred to as a somewhat mythical race of beings in the uninhabitable north, who brought cold and death in their wake. Whether this referred to some long-forgotten war with the ancient Sinta’Mador, or is simply a mythologised retelling of a particularly deadly cold season, remains unclear.&lt;br /&gt;
&lt;br /&gt;
The Mador settlements were largely built around volcanic hot springs, which are believed to have been used as a primitive heat source. While the reason for the extinction of the Mador remains uncertain, the common theory is a period of global cooling on Moghes rendered the land beyond their cities uninhabitable, leading to a slow death for their inhabitants. Many of the ancient Mador cities which have been explored showed signs of impressive technological advancement for the time - some of the oldest steel tools and weapons in Sinta history have been found in the polar region, and some of the largest settlements seemed to have developed elaborate heating systems using the local hot springs. The Mador treatment of the dead is also noteworthy - corpses would seemingly have a piece of volcanic glass inserted in a primitive surgery, placed behind the eyes prior to their burial. This is believed to have been a way of preventing a restless spirit from possessing their old body, though due to the lack of translated Mador writing it is impossible to be sure.&lt;br /&gt;
&lt;br /&gt;
The Mador have taken on a somewhat mythical status among followers of the Aut’akh faith, with the researcher [[Notable_Unathi#Emzal_Paossini,_Creator_of_Paradigms|Emzal Paossini]] having attributed many of the foundational principles of Aut’akh to ancient Mador rituals. This has led to stories spreading across the Spur, treating the Mador as everything from ancient and mystical sages to a race of cybernetically-enhanced demigods possessing technology beyond that of the modern Spur. While some Aut’akh, most notably Paossini themself, have actually made a study of the Mador, to most followers of the faith this ancient culture is little more than a distorted myth.&lt;br /&gt;
&lt;br /&gt;
==The First Karszekani==&lt;br /&gt;
&#039;&#039;“You ask of me, o mighty, who comes hence?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Know, and tremble, for I am&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Karszekan Eternal,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Master of all beneath the Mother’s eye.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Spear-Shattering King, an ancient [[Torn Cities|Kopesk]] poem describing the rise of the First Karszekani&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The First Karszekani, also known as the Kres’ha’nor Karszekani, arose around 920 CE. While records are sparse from this time period, the Kres’ha’nor are believed to have been a minor noble dynasty originating in what is modern-day Baandr, who rose to power and conquered several of their rival city-states. The War of the First Karszekani, as modern historians have named it, lasted nearly a century, as the once-independent city-states of the Moghresian Sea were absorbed under the banner of the Kres’ha’nor. &lt;br /&gt;
&lt;br /&gt;
Around 1014 CE, the reigning King [[Notable_Unathi#Tryazali_Kres&#039;ha&#039;nor|Tryazali Kres’ha’nor]] addressed a group known as “The High Twelve of Sskel”. Sskel was known to be a powerful nation of the time, though its location is unknown as all recovered literature from the period seems to assume knowledge of its location as something that would be obvious to any reader. As such, who the High Twelve were or where this conversation took place is entirely unknown to modern historians. &lt;br /&gt;
&lt;br /&gt;
Kres’ha’nor is believed to have proclaimed the First Karszekani at this time, though accounts of this event are limited and often dating several centuries after the fact. The most well-preserved source, a Kopesk poem called Spear-Shattering King, quotes Tryazali  Kres’ha’nor as proclaiming himself “Karszekan Eternal, master of all lands beneath the Mother’s eye”. Under his reign, the precursor to modern feudalism would come about, with many of the current titles of Unathi nobility dating back to the Kres’ha’nor Karszekani.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor came to rule a vast empire, controlling the modern Izweski Heartland, Southlands and much of what has now become the Northern Wasteland. With a population of around twelve million and mass production of steel armor and weaponry, the Kres’ha’nor were the undisputed power of the ancient world.&lt;br /&gt;
&lt;br /&gt;
This dynasty would last for nearly five hundred years, until the reign of Karszekan Kresshi Kres’ha’nor. Karszekan Kresshi was known as a brilliant military commander, who waged highly successful wars against nations now lost to time. Mention is made in historical sources of “the conquest of the black-eyed Jazir” and “the raiders of the western shore”, but the specific nature of these peoples has been lost to time. He is recorded to have ruled from Kres’ha, a city that is frequently mentioned as the capital of the First Karszekani. The location of Kres’ha is unknown, with several claims to have found its ruins all having been disproven.&lt;br /&gt;
&lt;br /&gt;
Kresshi also sired many children, who fought against one another almost immediately upon his death. The empire was shattered into warring factions, each supporting one of the many claimants to the throne. Kres’ha is believed to have been burned during this period, which would last for decades, and outlive all of the original claimants. Some apocryphal sources refer to this time as “The War of Eight Tyrants” - though this number is frequently disputed among modern historians.&lt;br /&gt;
&lt;br /&gt;
By the time the war ended, the First Karszekani was irreparably broken, fractured into dozens of smaller kingdoms. Several of these kings would call themselves Karszekans, but the title quickly fell out of use, as it spoke of ambitions of conquest. Moghes would remain divided, with no one daring to claim rulership of the world, for centuries. This period of divided kingdoms is when the modern [[Sk&#039;akh|Sk’akh Church]] was formed, though the religion had existed in various forms for an uncertain amount of time prior. Fragments of ancient church records indicate that at one point, the Church ruled much of the Heartland directly, prior to an event only referred to as “The Apostate’s War”.&lt;br /&gt;
&lt;br /&gt;
===Growth of Guilds===&lt;br /&gt;
[[Unathi Guilds|The guild system]] began to emerge after the fall of the Kres’ha’nor, among merchants who saw the need for mutually beneficial relationships among the fractured and frequently warring kingdoms. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers - nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick or otherwise endangered, and would sometimes take care of families after the member died.&lt;br /&gt;
&lt;br /&gt;
Apprenticeship was how most started in a particular trade, which they would follow the rest of their lives. After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a Craftsman. A Craftsman was required to create a &amp;quot;masterpiece&amp;quot; in the presence of judges to be elevated to Master status, which would allow him to join the leadership of his guild.&lt;br /&gt;
&lt;br /&gt;
Guilds also built and ran the first universities on Moghes, the first known being the University of Ma&#039;ha&#039;rem which opened in 1602. Originally trade schools, they slowly expanded to become centers of learning for apprentices of every field. A doctor would have to first become a &amp;quot;Master&amp;quot; through a university to be allowed to practice his trade within towns or cities controlled by a guild of doctors, and the same for any other brand of skilled work. A Master&#039;s certificate also distinguished someone as a professional with few peers, giving their holders immense prestige and trust. A fully accredited and certified doctor on Moghes would be (and are still) known as a Master Doctor. Typically they are known as [Rank] [Craft], so you can also be a Master Weaponsmith or Master Engineer.&lt;br /&gt;
&lt;br /&gt;
Eventually these guilds managed to form powerful monopolies and they spread their trade and influence across Moghes. Most of the landed elite feared the growth of the guilds, who were creating a new middle class of urban workers. That a peasant could rise to gain prestige and vast wealth with no land, titles, or martial victories under their belt was an idea bewildering and frustrating. The late 1600s and the beginning of the 1700s saw many kingdoms across Moghes cracking down on the power of guilds, stripping them of privileges or banning craftsmen from meeting in groups. Other nations ruthlessly suppressed private enterprise. Many laws were passed that strictly limited how many members a guild could possess, as well as requiring all craftsmen to register with their local lords before being allowed to sell any goods or services.&lt;br /&gt;
&lt;br /&gt;
Guilds also developed another innovation: minting and issuing coinage. Because it was rather difficult to do large transactions with giant piles of dehydrated fish, the first guilds in the 1600s began minting coins made of steel that would be backed by that amount of fish, similar to bank notes. They could be turned in, theoretically, at any time for an equivalent amount of salted fish. This saw Moghes begin to gravitate away from measuring wealth by fish stocks, and towards a more familiar economy, though the Fish Standard remained for quite some time.&lt;br /&gt;
&lt;br /&gt;
==The Second Karszekani==&lt;br /&gt;
&#039;&#039;“It is such a wretched thing, this business of empire.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ayzi Sarakus, immediately following the Siege of Skalamar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1800s marked a period of rapid technological development on Moghes, as the Ras’iks clan of S’th began producing steam engines. This advancement was rapidly adopted by some of the guilds, though many saw it as a useless curiosity or a threat to their established market. However, it would be the beginning of an industrial revolution for the Unathi people - the consequences of which would lead to the rise of the Second Karszekani.&lt;br /&gt;
&lt;br /&gt;
The cities of the Heartland rapidly industrialised, as the ruling clans of the region began to grasp the possibility of this new age of invention. The Heartland’s skies were choked black with the smoke of factories and forges, but the divided kingdoms of the region meant that technological advancement was slow to spread. Each of the region’s monarchs wished for the benefits of new technology, but none wished to allow their rivals to gain an advantage from it. Several wars marred the region in the 1800s, as mass production had made gunpowder weapons more than a noble’s amusing curiosity. Early firearms, cannons and explosives are all reported to have been developed around this time. &lt;br /&gt;
&lt;br /&gt;
Rapid industrialisation also led to another war - this one, among the guilds. To many of the existing guilds, industrialisation was a threat to their power - skilled craftsmen would find themselves displaced and out of work, thanks to the introduction of factories and growth of unskilled labour. Others thought to embrace this new upheaval, changing nearly their entire business models to ride the industrial revolution to riches. Conflict between guilds is mentioned in records from the period, with some cities having devolved to guild members actively fighting in the streets. Several modern guilds have their roots in this period, including the Fishing League and Junzi Electric. &lt;br /&gt;
&lt;br /&gt;
The industrial revolution was well and truly underway by the time the Second Karszekani rose. In 1916, the Sarakus Clan rose to power, following a brutal war among the industrialised nations. Seizing control of the wealthy Southlands and Heartland regions, the Sarakus rapidly launched a campaign of bloody conquest against their neighbours. In 1922, this war finally came to an end as the reigning Queen of Skalamar surrendered to the Sarakus forces. Following his victory, King Azyi Sarakus did what no other had done in centuries, proclaiming himself Karszekan of Moghes. The Sarakus took rapid advantage of industrialisation, using technological advances across the nation to enrich themselves and their loyal vassals. Private guilds were outlawed, and their resources brought under Karszekanic control - though in practice, many of the guilds continued to operate as before, just reporting to a state official instead of a Guildmaster. The Sarakus leased out titles to factories, mines and other enterprises, transforming many of the former leaders among guilds into lords of the realm - allowing the nobility to keep control over unskilled labour, just as they had prior to industrialisation. &lt;br /&gt;
&lt;br /&gt;
===The Great Endeavor===&lt;br /&gt;
&#039;&#039;“Progress is a wild hegeranzi. You ride it to glory, or you are trampled beneath its hooves.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Apocryphal quote, often attributed to Azyi Sarakus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In 1931, Ayzi Sarakus proclaimed the ‘Great Endeavour’ - a massive effort to modernise the entirety of the Karszekani. As part of the Endeavour, electricity would become widespread throughout Sarakus territory, road and railroad networks would connect every city in the empire, and radio coverage would expand across nearly the entire world.&lt;br /&gt;
&lt;br /&gt;
The Great Endeavour took twenty years, and Ayzi Sarakus would not live to see its conclusion. The project was finished with a grand opening of the Sarakus Castle in Skalamar, having been outfitted with modern plumbing, electricity, and every luxury the new age could afford. By the time the project was done, Moghes had been transformed, with even lands outside the Karszekani having begun to adopt the advances of the Sarakus - though to a much lesser degree. &lt;br /&gt;
&lt;br /&gt;
The Sarakus were ruthless in this project, however - with much of traditional Unathi society having been uprooted as advancements in factories meant that skilled labour became less and less valuable. While they had brought the Karszekani into a new age, many whispered that it had come at the price of the nation’s soul. To others, however, it was a golden age - a time of opportunity and advancement. Many of the great scientific institutions of Moghes were established following the Great Endeavour, and Unathi understanding of the world around them progressed immensely. But, like many golden ages, it would come to a sudden and violent end.&lt;br /&gt;
&lt;br /&gt;
==The Third Karszekani==&lt;br /&gt;
&#039;&#039;“You ask by what right I call myself Karszekan? The only right that matters. Come and challenge it, if you can.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Lord Neeziah Izweski, marking the beginning of the War of the Honored Alliance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In 1994, a group referred to by contemporary sources as the Traitor Lords seized Sarakus Castle, wiping out nearly the entire clan in a single night. Surviving Sarakus across Moghes were killed, many of them before news of the coup even spread beyond Skalamar. Before the blood was even cleaned from the throne, the Traitor Lords crowned Lord Neeziah Izweski as the new Karszekan, and proclaimed the birth of the [[Karszekani Moghes]]. &lt;br /&gt;
&lt;br /&gt;
Here is where records differ enormously. The modern Izweski account of history refers to the reigning Karszekan Sarakus as a bloody-clawed tyrant, who was driving the nation to ruin. Historical pro-Izweski accounts refer similarly to Sarakus as a cruel and sadistic tyrant, with some claiming that he performed unnatural rituals to summon dark spirits upon his enemies. Though the Sk’akh Church claims that their High Priest at the time could tell the Izweski were the rightful rulers of Moghes, fragmented records claim that a brutal and secret civil war was fought among the Archpriests, with the pro-Izweski faction eventually achieving victory.&lt;br /&gt;
&lt;br /&gt;
Regardless, many Sarakus vassals refused to accept this, rising in rebellion against the Izweski. These lords called themselves the Honoured Alliance, and immediately began a brutal civil war. The War of the Honoured Alliance would last for nearly a hundred years, and would see the birth of modern Unathi warfare - widespread use of ballistic weaponry and early armoured vehicles marked the battlefield, and the first Unathi aircraft were developed and deployed to rain death upon the battlefields. It was, for centuries, regarded as the most devastating war in Unathi history.&lt;br /&gt;
&lt;br /&gt;
Eventually, in 2079, the Izweski and the Honoured Alliance signed a cease-fire - neither side was capable of effectively waging war any longer. Nearly all the lands east of the Zazalai Mountains were aligned with the Honoured Alliance, while the Izweski secured their grip on the regions surrounding the Moghresian Sea. The Honoured Alliance would eventually divide into its own kingdoms, as both the Karszekani and the Alliance rebuilt their sacked and ruined lands. Millions had died in the war, and the planet would not recover for decades. &lt;br /&gt;
&lt;br /&gt;
With the war over, the Izweski began to reverse many of the policies of the Sarakus. Their strict control of the economy was abolished, leading to a rebirth of guilds in the Karszekani. In the 22nd century, many of these guilds would evolve into trade unions, which would come into conflict with the nobility as more and more of their control over the economy vanished. This is reported to have led to several rebellions, though most of the details of these have been excised from the Izweski historical record. The move towards free trade greatly destabilised the nation at first, but it would eventually prove beneficial to the nation’s economy, leading to a rapidly growing middle class.&lt;br /&gt;
&lt;br /&gt;
===The New Economy===&lt;br /&gt;
&#039;&#039;“Steel won this nation, but silver built it.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Gukha Rozalt, guildmaster of the Merchants’ Guild (2195)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite the turmoil that the new policies had brought to the Karszekani, the process continued. By the year 2200, the Izweski had presided over the growth of mass media, leading to an increasingly globalised society. The growing middle class within the Karszekani had become a sizable economic and political force, largely channelled through the guild system. Though much of the guilds’ leadership was made up of commoners, by the turn of the century the major guilds had vastly more power within Karszekanic society than most of the nobility.&lt;br /&gt;
&lt;br /&gt;
Major cities across Moghes were filled with clunky cars navigating traffic as stoplights replaced traffic cops, and most homes had access to televisions, radios, and other modern amenities. Guilds owned monopolies over specific goods and services. Powerful merchant families owned hospital chains, pharmaceutical companies, car companies, television networks; a dynastic control of private enterprise had developed. An urban, middle-class Unathi found themselves with all the modern luxuries and basic goods that were available to the average human in the 21st century.&lt;br /&gt;
&lt;br /&gt;
However, this system was held up by a vast underclass in urban Unathi society. Nearly every major city had sprawling slums that surrounded the industrial districts, filled with underpaid factory workers who ironically found their rights curtailed by the powerful trade unions. Guwan specifically were ruthlessly exploited, forced to work as street sweepers or maintain the sewers as payment for their crimes in a situation that critics of the Izweski described as little better than slave labour.. Orphans found themselves cared for in boardhouses owned by a Guild until they turned 16, when they were forced to work for the Guild to pay back the debt they incurred caring for them. The Izweski are recorded to have made little effort to alleviate the abject poverty many Unathi were suffering from the rampant abuse of the major guilds, believing that the consequences were necessary to maintain a modern, functioning empire.&lt;br /&gt;
&lt;br /&gt;
The one change that the Izweski made to curtail guild power was the centralisation of currency - since the origins of the guild system, individual banking guilds had minted and issued their own currencies, in a massively decentralised system. In 2212, the Izweski outlawed guilds producing their own currency, nationalising all resources for such under the Karszekanic Reserve Bank. &lt;br /&gt;
&lt;br /&gt;
This bank became the only institution that could mint coins, called Zikis. The bank also began issuing paper money, called Zakas. Both the steel coins and paper notes were backed by salted fish until 2251, when the currency was taken off the Fish Standard. After 2290, it became official currency of the Izweski Karszekani, until first contact, and the nation began to transition towards Solarian Credits as the national reserve. However, in 2463, the Karszekani adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Karszekani. &lt;br /&gt;
&lt;br /&gt;
===The Nuclear Age===&lt;br /&gt;
&#039;&#039;“With this, we have brought an end to war.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Apocryphal quote, often attributed to an Izweski nuclear scientist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Unathi nuclear test took place in 2345, funded by the Izweski Karszekani and carried out by scientists of the [[Unathi_Educational_Institutions#Skalamar_Academy_of_the_Natural_Sciences|Skalamar Academy of the Natural Sciences]]. The bomb was detonated in the freezing climate of Moghes’ north pole, at a research installation far to the north of the city of Guzari. Though the project was highly classified, word eventually spread - that the Izweski had a weapon unparalleled by any other nation of Moghes. The Izweski began constructing more nuclear weapons - first to be dropped from aircraft, and later to be launched via missile, with advances in rocketry making both the usage of ICBMs and the newly-formed [[Unathi Spaceflight|Izweski Space Program]] viable. &lt;br /&gt;
&lt;br /&gt;
The Izweski nuclear arsenal became a point of pride - no foe could threaten the Karszekani without risking total annihilation. Following the confirmation of nuclear weapons’ plausibility, some rival kingdoms began their own nuclear projects - though without the wealth and resources of the Izweski, only a few had any successes. The most notable of these was the Azarak Kingdom, in the region now called the [[Broken Coalition]] - who invested much of their nation’s wealth and power in their own nuclear program. While not as advanced or widespread as the Izweski’s nuclear weapons, the scientists of the Azarak were able to field a significant number nonetheless. While other kingdoms engaged in nuclear research, there was no report of anything beyond the smallest of successes among them.&lt;br /&gt;
&lt;br /&gt;
For a time, however, the presence of nuclear weapons enforced a kind of uneasy peace over Moghes - the Izweski would not dare to attack the few kingdoms capable of rivalling them with the prospect of mutual nuclear devastation, and no one on Moghes would even think of war with the Karszekani when they wielded such terrible power. It was a delicate peace, but it was a peace - and would remain that way for nearly a century.&lt;br /&gt;
&lt;br /&gt;
===The Beginnings of Space Travel===&lt;br /&gt;
&#039;&#039;“The stars themselves will belong to the Karszekan - and he needs your help!”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Recruitment slogan for Ouerean colonists, 2386&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unathi took their first steps into the stars in the year 2339, with the formal establishment of the Izweski Space Program. Largely, this came in the form of unmanned communication and observation satellites, many of which have been refurbished for the modern day. The first manned Unathi missions came in 2343, when an Unathi named Kseok Hizra made history - becoming the first Unathi in space. Manned missions continued, with Unathi setting foot on Chanterel in 2361. The Karszekani space program received drastic upgrades in 2372, when [[Ouerea]] was discovered to be inhabitable. The Izweski poured money and resources into the colonization of Ouerea, establishing a population of a few thousand on the planet, as well as establishing orbital installations for resupply of their crude and slow shuttles. This led to the creation of what was at the time designated Izweski Station - the first space station put into the orbit of Moghes. &lt;br /&gt;
&lt;br /&gt;
The colonisation of Ouerea was viewed as a massive victory for the Karszekani, with propaganda from the late 2300s claiming that “The Karszekan’s rule extends to the very stars”. To rival kingdoms, however, it was a great concern - if the Izweski Karszekani could become a truly spacefaring power, they would have an insurmountable advantage over the other nations of Moghes. Many feared that with the first colonists setting foot on Ouerea, a second global war had become inevitable.&lt;br /&gt;
&lt;br /&gt;
==First Contact==&lt;br /&gt;
In 2403, a Solarian exploration vessel entered the Uueoa-Esa sector, marking first contact between humans and Unathi. This marked a rapid period of debate among humanity, as to the ethics of making contact with a species that had yet to develop faster-than-light travel. Eventually, the [[Sol Alliance]] and [[Nralakk Federation]] sent a diplomatic mission to make contact with the Izweski, who had been identified as the rulers of Moghes - in order to welcome the newly-discovered Unathi into the wider Spur. &lt;br /&gt;
&lt;br /&gt;
Naturally, the discovery caused shock among the Unathi population - priests and scholars secluded themselves in intense theological debate as to the spiritual nature of the aliens, nobles schemed to gain advantages from this historic event, and some called for war to prevent these mysterious visitors from invading Moghes.  On the human side of things, meanwhile, the megacorporations of the Orion Spur saw an opportunity for an entirely untouched market, and rapidly began working to expand their business into Uueoa-Esa. &lt;br /&gt;
&lt;br /&gt;
The Karszekani worked carefully to keep alien contact controlled at first, only allowing visiting humans and Skrell in highly-restricted areas under heavy guard. Eventually, this was relaxed, as [[Einsten Engines]] was contracted to build the first spaceport on Moghes, in the city of Skalamar. Access to more advanced space travel allowed the fledgling colony on Ouerea to undergo a rapid boom, with humans, [[Skrell]] and Unathi mingling freely on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Trade with humanity proved a great boon for the Karszekani, granting access to advanced technology beyond the wildest dreams of even the greatest scientists of Moghes. But with this opportunity came upheaval, as many Unathi saw a chance to break free of the highly stratified society that existed prior to contact. The first [[Unathi Piracy|Unathi space pirates]] emerged in 2417, leading to the earliest beginnings of the Izweski Navy - though it was a ramshackle force, largely dealing with decades-old Hephaestus designs purchased cheaply. &lt;br /&gt;
&lt;br /&gt;
Outside the Karszekani, however, first contact was a sign of all the worst fears that the other nations of Moghes had harboured. The aliens had treated the Izweski as if they were the rulers of Moghes in truth, and the technological superiority the Karszekani possessed would now only grow further beyond their rivals. Various meetings among the rulers outside of Izweski territory were held, in the hopes of forming some grand coalition to stand against the Izweski and their dreams of empire. Though it would not break out for decades to come, the Contact War was already set in motion.&lt;br /&gt;
&lt;br /&gt;
==The Contact War==&lt;br /&gt;
&#039;&#039;See also: [[Contact War]], [[Unathi Military Structure]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prelude To War===&lt;br /&gt;
&#039;&#039;“They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!&#039;”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-King [[Notable_Unathi#Don&#039;zai_Azarak|Don’zai Azarak]], during his infamous address to the Firebrand Summit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the colony on Ouerea grew, and alien trade further enriched the Karszekani, the Izweski sought to secure themselves as the first and only interstellar power among the Unathi. Under the reign of Karszekan S’kresti Izweski, the Karszekani’s best and brightest scientists worked with human and Skrell researchers to create the first Unathi-manufactured warp-capable ship. Named after the lead scientist on the project, the HRV &#039;&#039;Uezwik’s Hope&#039;&#039; was launched in 2437, a bright beacon that would lead the Sinta’Unathi people to glory among the stars.&lt;br /&gt;
&lt;br /&gt;
However, when the time came to spool up the warp engines, a catastrophic malfunction led to the ship being lost with all hands. The failure sent shockwaves through all of Moghes, with public outcry about how this experiment had led to the tragic loss of dozens of Unathi lives - some of the brightest and most respected Moghes had, no less. In January 2438, a second attempt at warp travel would prove to be successful - creating massive unrest among the independent nations of Moghes. The fact that the Karszekani had now access to not only Ouerea but also faster-than-light travel, while the rest of Moghes was attempting to catch up, only aggravated fears of an absolute supremacy of the Karszekani.&lt;br /&gt;
&lt;br /&gt;
Many of the independent nations of Moghes were horrified by this turn of events, seeing the entire Unathi way of life being turned upside down so quickly. Whether out of fear of an age of unstoppable Izweski imperialism, or out of suspicion that the humans and Skrell had deliberately sabotaged the development of the &#039;&#039;Uezwik’s Hope&#039;&#039;, a grand meeting of the rulers of Moghes was called. This would become known as the Firebrand Summit, which would lead to the formation of the Traditionalist Coalition - a loose alliance of independent nations, united solely in their desire to destroy the Izweski before they came to dominate all of Moghes.&lt;br /&gt;
&lt;br /&gt;
===The Contact War(2438-2449)===&lt;br /&gt;
&#039;&#039;“Weep for us, who have no more tears left,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pray for us, we who are damned alive.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Yzteka Khanak, celebrated Mudki poet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Uezwik Incident was the final catalyst for the Contact War, which began with the sudden assault of Izweski cities in the Zazalai Mountains by the Traditionalist Coalition. The assault was launched three days after the first Unathi crew successfully left Uueoa-Esa with a Moghean ship, while the Karszekani was still celebrating. Conventional warfare lasted a year, from February 6th 2438 to September 5th 2439. After vicious fighting, primarily in the Zazalai Mountains and the borders of Traditionalist kingdoms, the Coalition realised they lacked the ability to breach the Karszekani’s borders in conventional battle. On September 6th 2439, a Traditionalist atomic bomb was dropped on the Izweski city of Da’ha’den, nearly completely obliterating the city.&lt;br /&gt;
&lt;br /&gt;
The Traditionalist Coalition’s use of nuclear weapons came as a surprise - though the Azarak and a few other kingdoms did possess nuclear weapons, the Coalition used them in enormous numbers, almost comparable to the Izweski’s. To this day, the question is often raised when discussing the Contact War - how did they get so many nuclear weapons, and how did the Izweski not know about it? Theories range wildly, with some suspecting a decades-long plan for a global war from the Azarak - discreetly arming their fellow independent kingdoms for when the time came to strike the Izweski. This is a fringe theory, however, with the more commonly accepted belief being that the kingdoms of the Coalition received aid from Izweski scientists and rapidly began the production of nuclear weapons in the hopes of providing a deterrent against Izweski power when it became clear that the Traditionalists would not be able to win the Contact War conventionally. When the first nuclear weapons were fired, however, the idea of mutually assured destruction vanished - and all of Moghes would pay the price for it.&lt;br /&gt;
&lt;br /&gt;
Though some of the wealthier and more powerful kingdoms of the Coalition possessed atomic weapons, the Izweski were unprepared for their use in such numbers, with both sides beginning a continued nuclear exchange - launching hundreds of nuclear weapons. It is reported that observing alien vessels had their viewing shutters lowered constantly to prevent eye damage to the crew, as Moghes burned below them. The nuclear exchange lasted for one week. By its conclusion, nearly two billion Unathi were dead, and over sixty percent of the planet’s surface was rendered uninhabitable wasteland.&lt;br /&gt;
&lt;br /&gt;
The War continued on after the nuclear exchange, but it became a desperate war of attrition and survival. The war&#039;s formal conclusion is widely accepted to be when exhausted Izweski forces captured the Coalition capital city of Darakath ten years after the bombs fell, on December 4th, 2449, signalling the defeat of the last organised force left to oppose the Izweski, ending the eleven year long conflict.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&#039;&#039;“Another such victory, and I will rule an empire of ghosts.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Karszekan S’kresti Izweski, upon being informed of the victory at Darakath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the capture of Darakath, the Contact War came to an end. For the devastation wrought upon Moghes, the entire Azarak clan was sentenced to death by the victorious Izweski - though it was a hollow victory, that had seen billions of Unathi perish and over half the planet turned into irradiated desert.&lt;br /&gt;
&lt;br /&gt;
The Contact War has had a lasting effect on Unathi society and culture - notably, in the near species-wide disgust felt towards nuclear weapons. The Karszekani has invested significant resources into finding and dismantling every nuclear weapons stockpile they can reach, having finished disposing of the last of their own nuclear weapons in 2460.&lt;br /&gt;
&lt;br /&gt;
==Unathi Today==&lt;br /&gt;
&#039;&#039;“And to survive, one must adapt, for change is the only assurance of life.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Lord Tuscacun, Commander of Izweski Military Forces at the beginning of the Contact War.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of 2465, Moghes is still a sundered and bleeding world. The Wasteland has expanded steadily, leading to more and more refugees fleeing into the Untouched Lands as the fallout renders more of the world uninhabitable day by day. The best projections of Izweski scientists indicate that, should nothing be done to mitigate or reverse the damage caused, Moghes will be unable to support life by 2500. &lt;br /&gt;
&lt;br /&gt;
In addition, the Karszekani has been rife with political and economic instability in recent years. The fall of Karszekan S’kresti and rise of his successor Not’zar was marked by power struggles, civil war and bitter conflict. The old religions of Moghes struggle against one another, and new subversive cults have arisen that seek to tear the Karszekani down in its entirety. As the Spur’s phoron scarcity worsened, famine gripped Moghes as the economy threatened to collapse entirely, only to be saved by the last-minute intervention of [[Hephaestus Industries]] - a move which has infuriated many. &lt;br /&gt;
&lt;br /&gt;
The Karszekani today occupies a precarious position of hard-won stability. Though the arrival of the [[Vaurca_Hives#K&#039;lax|K’lax Hive]] has granted the Unathi access to advanced technology, it remains to be seen whether it will be enough to save Moghes from the slow death that currently grips it. The nobles plot and scheme for greater power, the other megacorporations seek to disrupt Hephaestus’s key position in the nation’s economy, and unrest seems to grip the nation more and more with each passing day. The future of the Unathi race remains uncertain, and opinions differ on the events of recent years - whether they are the last gasps of a dying Karszekani, or a period of adversity that will precede an unparalleled golden age.&lt;br /&gt;
&lt;br /&gt;
More information on major events in Unathi society following the end of the Contact War can be found [[Unathi Recent Events|here]].&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=39431</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=39431"/>
		<updated>2026-05-23T11:45:04Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Karszekan, called Hegemon at the time. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found across the wastes and in ruins. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Karszekani Moghes]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Karszekanic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Karszekani’s capital itself and dethrone the Karszekan directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
&lt;br /&gt;
Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Karszekani had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Karszekan’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Karszekanic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Karszekanic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Karszekanic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Karszekani from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
&lt;br /&gt;
The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Karszekani to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Karszekani as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Karszekanic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Karszekanic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District eaned an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Karszekani during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Karszekani===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Karszekani Unathi is far from friendly. Putting aside the already tense relationship between the Karszekani and the Empire itself, the [[Karszekani Moghes]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Karszekanic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Karszekani’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Karszekanic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Karszekani.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Karszekani of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Karszekani. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Karszekani has led to the Karszekan very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Karszekan are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=39430</id>
		<title>Mictlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mictlan&amp;diff=39430"/>
		<updated>2026-05-23T11:37:06Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* The Free Sinta&amp;#039;Unathi of Vezdukh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;We are still here.&amp;quot;&#039;&#039; - Motto of Mictlan&amp;lt;/center&amp;gt;&lt;br /&gt;
Within the [[Corporate Reconstruction Zone]], Mictlan was, and remains integral to the [[SCC|Stellar Corporate Conglomerate’s]] plans for expanding their influence within the [[Republic of Biesel|Republic’s]] newly acquired territories. Most of the population saw the arrival of the [[Republic of Biesel|Republic]] as the end to the anarchy, widespread civil unrest, and lawlessness that defined the planet after the [[KOTW|Solarian Withdrawal]]. However, some protested against the sudden shift to the [[Republic of Biesel|Republic]], who took up arms and began forcefully pushing back against the occupation of their planet – a situation that eventually resulted in military intervention by the [[Republic of Biesel]], as they instituted the [[Peacekeeper Mandate]] to begin to wrestle control back into their hands.&lt;br /&gt;
&lt;br /&gt;
After a long and protracted guerilla war between the [[Tau Ceti Armed Forces]] and the Samaritans, Mictlan eventually managed to secure its status as an independent member-state within the Republic, with freedoms granted to few others; such as the freedom to decide its own laws regarding corporations.. However, stratification and corporate influence still separates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Mictlan is been a beacon of multiculturalism among humans and aliens in the Orion Spur, many humans that have immigrated to the planet have been assimilated into Mictlan&#039;s culture and society. Because of this, human characters born on Mictlan must have names and appearances consistent with the peoples of Mexico, Central America, and South America. Only characters native to Mictlan may take the Mictlan accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Though not our original destination, it doesn&#039;t matter. It is up to us to carve out an existence on this planet, and call it our own.”&amp;lt;br&amp;gt; - Captain Tlaloc (2219 - 2257) addressing the colonists following the emergency landing on Mictlan (11th August 2254)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlan was not the original target for the South and Central American colonists whose descendants now inhabit it; instead, it became an accidental one after they were forced into an emergency landing. The captain of the original colonization fleet, who was posthumously christened Tlaloc to protect his descendants, excessively mishandled the allocation of resources during their long voyage, focusing more on the comfort of the first-class clientele. This had resulted in a lack of fuel, food, and other resources that forced them to make an emergency landing two years prior to reaching their intended target.&lt;br /&gt;
&lt;br /&gt;
The colonists already lacked the expertise and technology to comfortably adapt to an aquatic planet, and with the captain’s refusal to change his behaviour casualties mounted. An attempt was made to challenge the captain’s leadership by contacting the [[Solarian Alliance|Sol government]], however, the continued failures of the colonists to meet quotas led to them being largely ignored. Thus a revolution was inevitable. During this insurrection, the captain alongside other colony heads was murdered, and the newly appointed government began calling itself the Movimiento Fundación. This explosion of violence finally caught the interest of the Sol government, who immediately sent out an armed force to rescue the survivors and re-establish law and order.&lt;br /&gt;
&lt;br /&gt;
The movement did not last long against such an overwhelming force and democracy was re-established. A new head for the colony was chosen and with the continued efforts the possibilities of underwater logging and uranium mining became apparent, corporations began to invest in Mictlan, building up infrastructure and worker force. During this time, the newly established colonial government led a “War on Waste”, to preserve the natural beauty of Mictlan. This included the nationalization of small private businesses that created too much waste, higher fees to secure intellectual property rights, and the introduction of new fines targeting the Mictlani for littering. It was clear to the colonists at the time this was a transparent attempt to prevent a surge of small-time businesses but with an armed force present, the concerns went unvoiced.&lt;br /&gt;
&lt;br /&gt;
Mictlan exists as a democratic state, similarly seen across many previous Middle Ring colonies of the [[Sol Alliance| Solarian Alliance]], where its beautiful and verdant landscapes provide a lure for tourists – a rather profitable enterprise for [[Idris Incorporated]] as it dominates its tourist industries. Its bountiful jungles allow for both aquacultural and agricultural practices to boon, in particular, [[Unathi]] refugees fleeing from [[Moghes]] have managed to latch onto the aquacultural industries and make it their own – establishing their own chapter on Mictlan. The planet’s overall xenotolerance has allowed for numerous other populations to take refuge within its jungles, besides just [[Unathi]], including that of both the [[Skrell]] and [[Dionae]]. Besides its vibrant agricultural practices, Mictlan has huge deposits of minerals, further cementing the planet’s attractability to the megacorporations – who previously watched from the sidelines, swooping in following the initiation of the [[CRZ|Peacekeeper Mandate.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Peacekeeper Mandate]] ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No battle too difficult, no sacrifice too great.” - Xiomara Salvo, general of the Samaritans, addressing those that fight for a Mictlan free from corporate integration and Biesel&#039;s occupation, in a video shared to social media (18 October 2463) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the [[KOTW|Solarian Collapse]], the former Solarian planets of Mictlan and [[Port Antillia]] were annexed by the [[Republic of Biesel]], alongside many others, and found themselves in the area that would come to be known as the [[Corporate Reconstruction Zone]]. While [[Port Antillia]] accepted membership as part of the Republic with little conflict, Mictlan&#039;s annexation was considerably more controversial. The [[Tau Ceti Armed Forces|Mictlan Defense Force]] had gone months without pay, at the same time they were desperately fighting to keep a lid on the situation and ensure a modicum of order after the Solarian withdrawal, and Mictlan itself was suffering unrest and lack of supplies that were typically shipped in from the greater Alliance. When the [[Tau Ceti Foreign Legion]] touched down on the planet to declare it as part of the [[Republic of Biesel]], much of the Defense Force felt betrayed; they had fought so hard without compensation for a free Mictlan, only for their government to sell the planet out to new overlords just when things looked like they might start improving. Though a majority of the population welcomed the Republic with open arms, some wanted to reject it, due to its ties to megacorporations. As the Republic and the Corporations it partnered with began to exercise their will on the planet, betrayal turned into rage, and suspicion into hatred.&lt;br /&gt;
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The tension boiled over in late 2462, when tens of thousands of ex-MDF personnel, led by First Sergeant [[Notable Humans#Xiomara Salvo|Xiomara Salvo]], deserted and formed the Samaritans; a paramilitary organization whose mission was to secure the independence of Mictlan. The other prominent insurgent group was the Founding Movement, originally a political party led by several notable Mictlani; [[Notable Humans#Isabel Alvarez|Isabel Alvarez]], Leon de Rosas, Corazon Santanas, and Miguel Maia. The Founding Movement had been blacklisted from the Mictlani parliament shortly after the Mandate due to their strong anti-corporate and pro-Mictlani independence stances, and following the bombing of an Orion Post Office, branded a terrorist organization. A warrant for the arrest of all four party leaders was placed as a result and while Leon de Rosas surrendered to the [[Biesellite Security and Law|Biesel Security Services Bureau]], Alvarez, Santanas, and Maia went on the run, with each attempting to fight for Mictlan&#039;s independence in their own way. Unfortunately, the Founding Movement&#039;s directionless anger mainly had the effect of destabilizing and disenfranchising Mictlan further.&lt;br /&gt;
&lt;br /&gt;
In response, then [[Notable Humans|President Joseph Dorn]] announced the [[Peacekeeper Mandate]] in mid-October 2463 - a declaration of martial law and deployment of the [[TCFL]] across the Zone - with a special focus on Mictlan. This was met with immediate backlash, and for many it felt like a return to the interim period after abandonment and before joining the Republic. For Mictlan, it only saw further desertions from the MDF, and while a majority of the population remained on the side of the Republic, strained relations further. The forces of the Republic almost immediately began to clash with the Samaritans and the Founding Movement upon arriving on Mictlan. The former was a paramilitary insurrectionist group primarily made up of ex-MDF personnel, and the latter was a former political organization that turned towards terrorism, despite the protests of its leader.&lt;br /&gt;
&lt;br /&gt;
Initially meant to operate for a definite period, the Mandate was extended indefinitely, and the [[Private Military Contracting Group]] was hired to support the Legion’s operations on Mictlan. The PMCG contributed to the Peacekeeper Mandate significantly during this time, although much controversy arose on the planet itself over allowing a private military company to assist - however these concerns would be ignored. In the mean time, the SCC had begun many massive development projects across Mictlan, only further increasing tensions as the military occupation would continue with minor skirmishes for almost six months.&lt;br /&gt;
&lt;br /&gt;
In early 2464, the Peacekeeper Mandate would become drastically more violent, following the death of a protesting scholar on Mictlan. Intense riots erupted across Mictlan, and the forces of both the Tau Ceti Foreign Legion and the Private Military Contracting Group found themselves desperately supporting the Mictlan Defense Force in attempting to quell the unrest. The Samaritans seized the chance to strike back in force against the Republic, and did so very effectively. These victories by the Samaritans led to the deployment of more troops to Mictlan, and inspired others, such as the Founding Movement, who had been resisting primarily through petty crimes until now, to begin a series of terror bombings and attacks within the major cities of Mictlan; these attacks targeted those the Founding Movement deemed “collaborators” or “Republican Aligned”, in reality these attacks targeted civilians.&lt;br /&gt;
&lt;br /&gt;
In July 2465, after about two years of fighting on Mictlan, the continual escalation of violence culminated in the establishment of the [[Tau Ceti Armed Forces]]. As the new Minutemen took up the duties of the TCFL on Mictlan, the rate of terrorist attacks - both bombings and shootings - by the Founding Movement alongside the activity of the Samaritans exponentially increased. The Minutemen replied to every attack the same - punitive slash and burn raids against towns on the Eastern Continent - something that caused outrage in Tau Ceti when leaked. That back and forth lasted until August 10th, 2465, when at 5pm local time, two bombs left in backpacks, and a whole car full of plastic explosives detonated in Valtas Square, directly in front of the Mictlani Defense Force Headquarters. The force of the blast shattered many of the famous glass bridges of the and sent blastwaves that rattled window panes for miles around. Almost all of the dead were civilians, who happened to be there at that time, and no military members were killed; the Founding Movement would claim responsibility for the bombing, and the violence would escalate to an unthinkable level. &lt;br /&gt;
&lt;br /&gt;
Immediately, significantly more forces were transferred to Mictlan to take part in a [[Hasta_La_Victoria_Siempre_Arc#Riots_Sparked_In_Wake_of_Mictlan_Defense_Force_Crackdowns_on_Founding_Movement|bloody crackdown and campaign of revenge against the Samaritans and Founding Movement]], a decision that caused the civil unrest in Tau Ceti proper to finally boil over. With the backdrop of mass protests happening on [[Biesel]] and [[New Gibson]], the leader of the Founding Movement [[Hasta_La_Victoria_Siempre_Arc#Founding_Movement_Leadership_Isabel_Alvarez_Found_Dead_In_Caxamalca|Isobel Alvarez was found dead by TCAF special forces a week later, having been lynched by her compatriots for continuing to advocate for non-violence]], and [[Hasta_La_Victoria_Siempre_Arc#Minutemen_Launch_“Operation_Jakali”%2C_Massive_Offensive_on_Huitzilopochtli|Operation Jakali was launched.]] The TCAF hoped to bring a swift conclusion to this year&#039;s long fight. However, the offensive immediately bogged down, casualties began to mount, and civil unrest in Tau Ceti could no longer be ignored. It became clear there was no way to militarily bring peace back to Mictlan.&lt;br /&gt;
&lt;br /&gt;
Instead, [[Notable_Humans#Xiomara_Salvo|Xiomara Salvo]], [[Notable Humans|Prime Minister Ladislao de Santos]], and [[The Trasens|Nathan Trasen]] finally agreed to a peace deal, including pardons (with parole) for most Samaritans, on several conditions. Mictlan would be permitted to determine which Biesellite laws were accepted within its own territory, barring capital crimes. The deal was accepted, signed, and the Peacekeeper Mandate was deemed over.&lt;br /&gt;
&lt;br /&gt;
===The Founding Movement===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The Founding Movement? They’re just a loose collection of barely aligned groups that only get along because it is safer for criminals to stick together.”&#039;&#039;&lt;br /&gt;
- Lucas Hideyoshi, BSSB agent, responding to a question from a Tau Ceti Times reporter&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Founding Movement&#039;&#039;&#039; was a broad collection of political movements organized under one party banner, with the objective of an independent Mictlan. Founded in 2444 by the lawyer and activist Isabel Alvarez, she shared the leadership of the party with her college friends and fellow activists Leon de Rosas, Corazon Santanas, and Miguel Maia. &lt;br /&gt;
&lt;br /&gt;
In the early years of Alvarez’s tenureship, when the movement was still considered a legitimate political party, the Movement became a far more unified force under her leadership. This changed in 2462, with the annexation of the planet by the Republic of Biesel, and the declaration of the [[Peacekeeper Mandate]]. The collapse of the Alliance was a taste of what freedom could be, before Tau Ceti forces came and megacorporations began new construction on the surface. &lt;br /&gt;
&lt;br /&gt;
The resulting chaos caused a fracturing of the Founding Movement, with Miguel Maia and Corazon Santanas encouraging those sympathetic to the cause to achieve independence by violence (terror). Several incidents, such as the bombing of an Orion Express post office in Lago de Abundacia, caused the Republic to brand the Founding Movement as a whole a terrorist organization. Members previously associated with the Founding Movement, whether they subscribed to Maia or Santanas’ positions or not, began to be tracked down by the Republic and its law enforcement agencies. Many of the more moderate members forsook it entirely, preferring life under Biesel to cyborgification or lengthy prison sentences. A larger and larger percentage of those who continued to identify as Founding Movement members militarized, rioted, and planted explosives in public areas to drive away Tau Ceti Armed Forces personnel or intimidate the Mictlani government into taking a hardline anti-Biesel stance. &lt;br /&gt;
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Alvarez became less and less synonymous with the Founding Movement, despite her efforts, and continued firebrand speeches from the exiled Corazon Santanas and Miguel Maia furthered the Founding Movement’s perception as a terrorist organization through and through. Alvarez continued to demand a peaceful resolution to the conflict, though after an arrest warrant was placed on her and the other leaders, she was driven into hiding. Santanas and Maia continued to make scant public appearances, and Leon de Rosas surrendered to the Biesel Security Services Bureau in 2462. He was released from prison after the clemency deal struck with Xiomara Salvo and the Samaritans in late 2465; Salvo herself negotiated for his release.&lt;br /&gt;
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In November 2465, the efforts of the [[TCAF|Minutemen Special Forces]] and the calculations of the [[Notable Synthetics|military AI Aura]] triangulated Isabel Alvarez’s location to the city of Caxacoatl. [[Hasta_La_Victoria_Siempre_Arc#Founding_Movement_Leadership_Isabel_Alvarez_Found_Dead_In_Caxamalca|Her body was discovered hanging from a lamppost after a Founding Movement-led riot against Tau Ceti occupation]]; later eyewitness testimonies claim she was dragged out of a nearby apartment, beaten, and lynched by her own party members. She was 46 years old. The nearby apartment, however, proved to be a treasure trove of intelligence, and the [[BSSB]] was quick to capitalize on it. Special Forces tracked down the remaining leaders of the Founding Movement and killed them, as the rest of the movement was systematically dismantled and rolled up by the [[TCAF|MDF]]. Unlike the Samaritans, no members of the Founding Movement were granted clemency for their crimes, and those arrested by the MDF rarely made it into custody, instead being extrajudicially executed as revenge for the bombings perpetrated across Mictlan. For those who did make it into custody, all were found guilty and cyborgified for their crimes.&lt;br /&gt;
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The Founding Movement and Isabel Alvarez are remembered controversially. Among some, Alvarez is remembered as a weak leader who allowed the infighting in her party to grow out of control. To others, she is a tragic symbol of the indirect casualties of the Peacekeeper Mandate, and a woman who strived for peace and non-violence long after it was impossible. To most though, she is remembered as the leader of a cruel terrorist organization, who, like many of her associates, met a just end.&lt;br /&gt;
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===The Samaritans===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;A soldier without discipline is just an idiot with a gun. Just as an army without structure is merely a gang. So get your ass off the ground, and get back into formation.&amp;quot;&#039;&#039;&lt;br /&gt;
- Unknown, attributed to Samaritan drill instructor Alejandro Gomez&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
The &#039;&#039;&#039;Samaritans&#039;&#039;&#039; were a paramilitary organization derived from dissident members of the [[TCAF|Mictlan Defense Force]], that shared the goal of an independent Mictlan with the Founding Movement. Founded in 2462 by First Sergeant Xiomara Salvo, later called “General”, the unrest caused by the Solarian Collapse and the Peacekeeper Mandate in short order led Salvo to desert the MDF, leading thousands of soldiers alongside her. Over the course of three years, the Samaritans led a protracted guerilla war against first the Tau Ceti Foreign Legion, then the Tau Ceti Armed Forces. &lt;br /&gt;
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Many MDF deserters brought their own military supplies with them or stole from bases; the Samaritans would also purchase weaponry from offworld traders to supplement their supplies. What played a heavy part in the coherence of the group and its ability to defend against the far larger TCAF was the unity and solidarity of individual soldiers. A gradually-forming cult of personality around Xiomara Salvo also meant many Samaritans were willing to fight and die for the freedom of Mictlan. The Samaritans’ primary base of operations was on the continent of Huitzilopochtli, where the local population revered them as heroic freedom fighters, further hampering Biesel intelligence operations. Further emphasizing their status as “heroic” was the Samaritans’ opposition to the violence enacted by the Founding Movement, which would often include civilians in the crossfire of its bombs and riots.&lt;br /&gt;
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In November 2465, a heightening of terror campaigns from the Founding Movement, increased attacks on TCAF bases from the Samaritans, and civil unrest within Tau Ceti and Mictlan alike led to Xiomara Salvo negotiating a settled peace with the Tau Ceti Armed Forces. On the condition of her absolute surrender and her retirement from politics and military life, Mictlan would now enjoy a free economic and legal policy that would only be loosely governed by the government of Biesel. &lt;br /&gt;
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Former Samaritans found themselves generally returning to their old life. Many rejoined the MDF, or joined for the first time, going on to serve careers as soldiers. The exception was the officers of the organization, forbidden by the terms of their agreement to ever join an armed organization again. Most retired early, as permitted by a generous stipend, and several went on to pursue political careers or work as a civilian in the fields they’d earned a degree in.&lt;br /&gt;
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Xiomara Salvo, the charismatic soldier, became a national hero and a symbol of the endurance of Mictlan and its people. She now lives a quiet life in Caxamalca as a community organizer, and has expressed no desire to re-enter the public eye.&lt;br /&gt;
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=== Megacorporation Sanctions ===&lt;br /&gt;
Citing concerns for the safety of their employees and their assets, the [[Stellar Corporate Conglomerate]] announced a goods embargo on Mictlan outside of the Exclusive Economic Zone. These sanctions focused on materials and equipment that could potentially be used in the creation of weapons and explosives by the Samaritans, however, critics have remarked that the goods listed are broad enough to negatively impact most industries on Mictlan. Unemployment rose to levels never before seen outside of the Exclusive Economic Zone. &lt;br /&gt;
&lt;br /&gt;
Following the Council of Six meetings, the megacorporate sanctions ended in conjunction with the staged removal of the [[Tau Ceti Foreign Legion]] as the Peacekeeper Mandate came to an end. These sanctions, however, loom over the heads of many who found their businesses unable to survive in the wake of the megacorporate blockades on goods, now forced to find employment within the very megacorporations that destroyed their businesses. This is only exacerbated by the ongoing [[Phoron|phoron scarcity]] and the socio-economic issues it has introduced to the planet.&lt;br /&gt;
== Environment ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The jungles of Mictlan have lured us in for decades, with promises of great discoveries deep within. I fall for it, everytime.” - Professor Tapzel Spoq (2093 - 2461) at a Seminar regarding Xenobiology at the Tupac Amaru University (21 November 2438) &amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MictlanCities.png|thumb|400px|A labled map of notable points of interests across Mictlan, including the former Tau Ceti Foreign Legion Forward Operating Bases.]]&lt;br /&gt;
&lt;br /&gt;
Mictlan is a planet shrouded in thick jungles that stretch across its three continents, where its orbital period and axial tilt have allowed for an almost perpetual tropic climate that often reaches sweltering highs – where the only reprieve is the frequent torrents of cool rainfall that form as a result of humidity present within its rainforests. Dependent on the environmental circumstances in which they form, these tropical storms often grow to sizes capable of engulfing large portions of the continents they pass over – where flashfloods in lowlands are both common, and avoided by the local populace in the region. However, the further one strays from the equatorial regions of Mictlan, the drier it becomes the closer one gets to the Mictlani Sertão. &lt;br /&gt;
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The Mictlani Sertão comprise the planet’s highlands – normally in close proximity to mountainous geographic regions – and receive most of their rainfall during the beginning of the year in the brief period between February and April, mostly in the form of torrential downpours, thereafter these regions typically undergo extended droughts. These shifting conditions have made life difficult within the Sertão, and colonial outposts situated within these areas frequently fell on hard times as they struggle to push through to the next wet season, where most commonly turn to base their economies on quarrying and excavation – at least if there is an abundance of mineral resources nearby. &lt;br /&gt;
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=== Continents and Regions ===&lt;br /&gt;
&#039;&#039;&#039;Llactapata (Western Continent)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Home to the continental capital of Sikunda, Llactapata has been spared the onslaught of destruction as a result of the Peacekeeper Mandate, where it has instead seen an influx of displaced Mictlani fleeing from either Huitzilopochtli or Huehuecóyotl. Situated within the western hemisphere of the planet, much of Northern Llactapata belongs to the Mictlani Sertão – where the craggy mountains protect the region from typhoons that form within Tepexitl Ocean, allowing for dozens of cities and towns to crop up reminiscent of those across the Andes Mountains on Earth. Hephaestus Industries has expressed interest in expanding its foothold within the regions, further exploiting the mineral resources held within the Tepeyollotli Ranges. &#039;&#039;&#039;Sikunda&#039;&#039;&#039;, &#039;&#039;&#039;Caxamalca&#039;&#039;&#039; and &#039;&#039;&#039;New Barraca&#039;&#039;&#039; are the major population centres of Llactapata. &lt;br /&gt;
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&#039;&#039;&#039;Huitzilopochtli (Eastern Continent and Archipelagos)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The staging grounds for the Samaritans and the Founding Movement, Huitzilopochtli previously went without major investment from the megacorporations, where its sudden introduction following the collapse of the [[Solarian Alliance]] invited anti-corporate sentiments and secessionist movements to bud. Eventually, it culminated in open warfare between the Tau Ceti Armed Forces and Samaritans, where the eastern continent became no man&#039;s land characterised by craters, crumbling buildings, burning towns, and deserted vehicles clogging up abandoned highways. It maintains dominance by the secessionist and anti-corporate groups, even despite the end of the Peacekeeper Mandate. &#039;&#039;&#039;Saladas&#039;&#039;&#039;, &#039;&#039;&#039;Coiruro&#039;&#039;&#039; and &#039;&#039;&#039;Médeyre&#039;&#039;&#039; are major population centres across Huitzilopochtli. &lt;br /&gt;
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&#039;&#039;&#039;Huehuecóyotl (Central Continent)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The central continent connecting both Llactapata and Huitzilopochtli, Huehuecóyotl supports the planetary capital of Arequipa, as well as the southern continental capital of Lago de Abundancia. While Northern Huehuecóyotl has largely remained untouched by the Samaritan and Founding Movement Scourge, Lago de Abundancia had fallen into disrepair as a result of the siege laid against the city during the height of the Peacekeeper Mandate but has since begun reconstruction under the auspices of Hephaestus Industries. Many who were displaced from their homes have begun to return, finding gainful employment with the corporation. The mountainous regions of Huehuecóyotl find themselves encased within the Mictlani Sertão, where it is considered the driest region on the planet. &#039;&#039;&#039;Arequipa&#039;&#039;&#039;, &#039;&#039;&#039;Lago de Abundancia&#039;&#039;&#039; and &#039;&#039;&#039;Nueva Tenochtitlan&#039;&#039;&#039; are the major population centres of Huehuecóyotl.&lt;br /&gt;
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=== Flora and Fauna ===&lt;br /&gt;
Although initially a worry of some scientific communities, the native species of Mictlan have formed symbiotic relationships with the foreign species, baffling the settlers. Those that haven’t are considered protected, and it’s illegal to hunt them or attempt to domesticate them. Xenobiology is a popular field in Mictlan, with the Tupac Amaru University having coordinated efforts with the Skrell to study many of them that hide deep in the jungles and swamps.&lt;br /&gt;
&lt;br /&gt;
The official animal of Mictlan is referred to as the &#039;&#039;&#039;Aztlanian Llama&#039;&#039;&#039;. This animal is the most characteristic species of Mictlan with a longer neck than its human counterpart, an affinity for submerging in baths almost daily, and a protective layer of water-resistant fur covering their soft and heat-insulating wool. Another important species is &#039;&#039;&#039;Buxton’s Alpaca&#039;&#039;&#039;, a hybrid of llama and alpaca: with their willingness to work, nutritious meat, and luxurious wool, even the poorest settlers of Mictlan found their place on the planet. Both the hybrid and the common Aztlanian Llama have thermic adaptive properties, which are known for being fresh in the summer and retaining the heat in the winter. The popularity has also created a growing industry of textiles in Mictlan with many corporations competing to dominate this market galaxy-wide.&lt;br /&gt;
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A native domesticated animal is an &#039;&#039;&#039;Arequipan Cow&#039;&#039;&#039;. While only vaguely resembling their earth counterpart, they are similar in that they provide the settlers with milk. This milk has unique properties that even lactose-intolerant individuals can ingest without issue. The main crux is the Arequipan bull, a male member of the species that are extremely territorial and aggressive. According to polls, Arequipa bulls are responsible for 15% of deaths in the farming industry.&lt;br /&gt;
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One of the more infamous animals within the jungles of Mictlan is the &#039;&#039;&#039;Matón&#039;&#039;&#039;; a hulking, four-armed ape-like creature with a leathery hide of mottled green, assisting in its camouflage against the lush greenery it inhabits. Highly territorial and aggressive, the Matón bulls dwarf their sow counterparts, who stand at seven feet and five feet respectively. Though typically the bull is more aggressive and territorial, the sow has been described by those unfortunate enough to trespass into their habitats raising young as frenzied broodmothers, wreaking havoc and destruction should they feel one&#039;s presence is a threat to their young. Early on in the planet&#039;s colonisation, Matón proved to be a rather dangerous example of the native fauna of the planet, attacking colonists that strayed too close to their troops; eventually leading to a &amp;quot;War against Matón&amp;quot; seeking to extinct the species - which never saw success. The Matón merely pushed deeper into the unclaimed jungles of Mictlan, with only the juveniles occasionally wandering out. In recent years, the population of the Matón has recovered well, allowing poachers a chance to begin selling the exploits of their hunts again. &lt;br /&gt;
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Flora-wise the large number of insects present on Mictlan seem to have contributed to their assimilation into the local ecosystem. Establishing evolutionary links that would have otherwise taken millions of years to develop in less than a century. This allowed Mictlan to produce harvests much sooner than other settlements and acquire food independence early on. Currently, the largest harvests come in the form of wine and coconut oil.&lt;br /&gt;
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===Star System===&lt;br /&gt;
Mictlan is located in the star system of Sankta Tereza, a white dwarf orbited by three planets; Mictlan itself, the dusty planetoid Diamanto, and the rocky, barren planet De Borda. Much of Sankta Tereza’s inner system comprises several rings with ample asteroids, dubbed by Mictlani as the “Crowns of the Saints” or the Crowns. The Crowns are abundant with mineral resources that several megacorporations, most notably [[NanoTrasen]] and [[Hephaestus Industries]], have expressed interest in developing asteroid mining sites.&lt;br /&gt;
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The Crown has several small planetoids, but only Diamanto is large enough to be of note. Prior to the truce between the Samaritans and the Tau Ceti Armed Forces, there were plans in the Republic of Biesel to exploit its close proximity to the Crowns in order to fuel a successful asteroid mining initiative, but it is uncertain if these plans will come to fruition after several laws limiting corporate influence within Sankta Tereza have been passed in late 2465.&lt;br /&gt;
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De Borda is devoid of any rare natural resources, and lies untouched by the Republic or by Mictlan&#039;s planetary government. Astronomers speculate that it likely was a rogue planet caught by Sankta Tereza&#039;s gravity well as it soared through the cosmos. Some rumours persist of smugglers using it as a base of operations, helping the Samaritans and Founding Movement by running contraband for them, and some conspiracy theorists proclaiming these radical groups actually operate within the shadows of De Borda, concealing their true intentions behind its dullness.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“It is our duty to protect our cultural diversity. It resides within the heart, the very soul, of Mictlani. Without it, we&#039;d be lost,” - Prime Minister (2462 - Onwards) Ladislao de Santos of the Republic of Mictlan&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Mictlani culture is strongly based on its South American roots. As such, Mictlan is known for large-scale and colourful parades, strong religious beliefs, exotic cuisine, and well-established artists. These experiences are often provided to tourists, however safely packaged and toned down, so as to not disturb the façade of corporate professionalism. Thus one can’t really claim they have been part of the Mictlani life if their only experience with the culture was from a polished hotel. The native life can be found in the metallic streets of the oceanic constructs. While one might assume these metallic structures are drab, depressing, and boring, Mictlani have made them their own. Upon entry, the streets explode in colours as artists and sprayers are encouraged to fill the walls and roofs with designs. Frequent motifs are caricatures of political figures, hopeful messages, large elaborate paintings, and other comical or positive art. Mictlani who travel off-world frequently carry this habit with them, turning their streets or neighbourhoods into colourful tapestries. Even with its Babylonian inspiration, Fallowed Meadows has become somewhat renowned for its integration of Mictlani architecture into its community, where some tourists previously elected to visit the settlement to gaze their eyes upon the unique structures, but with the turn of the Peacekeeper Mandate, Fallowed Meadows now largely goes without any tourist activity. &lt;br /&gt;
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The Mictlani household is built around a community and many families often live together in interconnected houses with greenhouse roofs that are framed around large cemented patios. These host huge celebrations, music, food, and drinks are provided and consumed freely by all present, although everyone is expected to add even a little bit to the menu. The celebrations can range from grandiose weddings or religious holidays to a simple meetup at the grill to unwind after work. Frankly, to a Mictlani, any day is a good day to spend with your loved ones. A frequent sight at these celebrations is the Mictlani pulque. This alcoholic beverage boasts a higher alcohol content than its Earthen counterpart as the environment of Mictlan allows for a much stronger agave extract. In closing, family and community are everything to a Mictlani, and a Mictlani will rarely emigrate without their family. A less popular aspect of Mictlani life is their view on the concept of “intellectual property”. With high fees following the copyright law reforms the relationship of the locals with the idea of an idea belonging to one person has shifted. The unintentional side-effect is that regardless of how well you attempt to secure your idea or intellectual property, someone on Mictlan will copy it and repackage it as their own. Initially, the police cracked down on these cases when it came to their large corporate clients, but as this sentiment spread it has become impossible to contain this wave of bootlegging. Now even the biggest corporations are not safe and even their own private corporate forces fail to enforce the law. This means that Mictlan is a pirate’s haven: “cracked” games, pirated movies, and homemade VR are sold both on the street and in official stores, the owners being just as likely to put “Swam Nebulas” and “Swimstars” on the same shelf. And alongside the destruction of intellectual property rights, came a sky-high rate of cyber-crime. Over 12% of all cyber-attacks in the universe are traced back to Mictlan and both large and small entities find themselves as the sharp end of a variable. This is one of the few, or only, avenues on Mictlan where a single man can make a fortune and climb from nothing.&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
There is a long-standing tradition of masks on Mictlan, usually made of wood and in varied expressions. Mictlani use these masks for important events, painted in bright colours for celebrations, while black and white are used for mourning, be it personal or public. Protestors, rebel groups, and Founders have also adopted these masks, often giving them a terrifying visage. Wearing a mask is certainly not a daily thing, and a person’s celebratory or mourning masks are viewed as extremely personal, being one of the few things considered taboo to copy and replicate en-mass. Early on, corporations attempted to levy a ban on them, but their cultural significance resulted in planet-wide backlash. Thus, the only requirement is that masked employees wear their identification visibly.&lt;br /&gt;
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Tattoos and piercings are very popular in Mictlan and are considered the standard among the locals. Even the cleanest corporate will often sport at least a few tattoos on his face if he is a Mictlani local, to them, it is a form of self-expression, a way to non-verbally communicate their allegiances, beliefs, or values. Sometimes removal is unavoidable, however, as Eridanian suits will often press any Mictlani under their employ to remove their tattoos completely. The abundance of aquatic life has led to tattoo ink solutions based on Grumbo Squid ink becoming widespread and popular, even endorsed as healthy by certain &amp;quot;physical therapists&amp;quot; and &amp;quot;health gurus&amp;quot;. The most popular motif is the colouring of the whole upper face, right above the nose, with the most popular colour being red, but white and blue are also frequently used. Piercings are often used in combination with these tattoos, septum and lip piercings being the most popular. Stainless steel is used the most often, gold being actually quite unpopular among the locals as it’s seen as a mark of corporatism on a person. Indeed, all designs that appear too “contemporary” or “mainstream” are very unpopular with native Mictlani, usually only seen on corporatists who don’t mind having a brand etched onto their face. This means that most tattooing businesses are run by the locals, as corporates have found little success in their own tattoo parlours.&lt;br /&gt;
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=== Cuisine === &lt;br /&gt;
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Heavily inspired by its colonial roots in [[Earth|Latin Americ]]a, Mictlani cuisine has been readily adapted to the native flora and fauna of the planet; having incorporated elements of the vibrant ecology into their traditional meals. Though some dishes have more notable within certain regions, whereas others enjoy popularity across the globe and the stars as Mictlani emigrate, Mictlani cuisine has similar staples to include in meals, a flair of the planet&#039;s people that make their foods unique. Much like their ancestors, Mictlani frequently use rice, corn, and various types of beans in their meals; Black beans, Kidney beans, lentils and other legumes are some of the more common ingredients used. Rice usually sees exotic spices captured from the native flora incorporated, in particular Eacamyane leaves which are grounded, and then sprinkled to give a bit of a spicy kick to meals. However, though these traditional meals and ingredients exist, there is no shortage of foods inspired or even imported from across the Orion Spur, such as the Matón Burgers, fried alongside Eacamyane leaves and pineapples to give a rather bitter-sweet experience.&lt;br /&gt;
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Seafood is yet another element of Mictlani cuisine, particularly popular in Lago de Abundancia and Sikunda, with significant amounts of the lower strata of the population finding employment within the fishing industry; quickly expanding as the megacorporations continue to &amp;quot;uplift&amp;quot; the planet, expanding the existing industries swiftly following the quelling of the Insurrection Crisis of 2464. Shellfish skewers, spicy sashimi and a stew native to Mictlani knowns as Moqueca which is often served alongside rice and plantains, making it a rather popular street food. Lastly, a method of cooking known as pachamanca has a hold over Mictlani. Meats will be spiced accordingly, roasted with the aid of hot stones beneath the ground, and then served with a sauce of finely chopped Eacamyane, an array of oils, garlic and even vinegar. It is not uncommon to see tripe, liver and even tongues roasted alongside other slabs of meat. &lt;br /&gt;
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==== Notable Dishes ====&lt;br /&gt;
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*&#039;&#039;&#039;Matón Burgers&#039;&#039;&#039;&lt;br /&gt;
Originating from Arequipa, Matón Burgers are a unique composition of bitter ingredients, alongside sweeter variants, that create an experience like no other. Slathered with salt, the Matón thigh is then sliced into several pieces, and fried alongside Ecamyane leaves and pineapples. The flavouring from the leaves and pineapples seep into the sizzling meat of the Matón before it is presented on a bed of fried rice and black beans. Though not a traditional burger in a sense of having buns, the Matón Burgers remain a popular street food within the major population centres. &lt;br /&gt;
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*&#039;&#039;&#039;Moqueca&#039;&#039;&#039;&lt;br /&gt;
Stew from the humble origins of Sikunda, Moqueca has become a favourite fast-food among Mictlani. Quickly fried rice and plantains, with a bit of spices lifted from the Ecamyane roots, sprinkled with thinly sliced, stewed fish; and Moqueca is complete. One of the easier meals, it has become a staple across the globe, especially in contemporary times as prices began to rise across the Orion Spur. Though, it has a nasty reputation for being a meal for the poor, with those of the wealthier strata of Mictlan rarely seen ordering, nevermind enjoying the meal. &lt;br /&gt;
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=== Language ===&lt;br /&gt;
Mictlan has developed a vibrant linguistical community, where polyglots are both common and expected due to its robust education curriculum and the communal cornerstones within its societies. Solarian Common, Tradeband and Tau Ceti Basic are all commonly spoken across the planet – the influx of non-Mictlani to the planet saw a notable increase in the numbers of speakers for Tradeband and Basic, as a necessary median language due to the intricacies of Solarian Common. However, the separation of Mictlan from the [[Sol Alliance| Solarian Alliance]] and its subsequent integration within the [[Republic of Biesel]] has resulted in a closer shift to Tau Ceti Basic and Tradeband – where the younger generations are slowly moving away from Common as schools begin to adopt a combination of the aforementioned two languages as their official tongue of operation. &lt;br /&gt;
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Prior to its introduction to the [[Corporate Reconstruction Zone]], Mictlan’s close proximity to the [[Republic of Biesel]], and its robust multiculturalism, allowed for Tau Ceti Basic to already proliferate across its jungles – heightened by the presence of the megacorporations within their highest echelons. Idris Incorporated has been instrumental in the planet’s shift away from Solarian Common in contemporary times, where it has outlined the expectation for employees to speak a degree of either Tau Ceti Basic or Tradeband within its corporate facilities outside of the [[Sol Alliance| Solarian Alliance]]. &lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
*&#039;&#039;&#039;Festival de la Liberación (16 December - 21 December)&#039;&#039;&#039;&lt;br /&gt;
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Festival de la Liberación is a celebration across Mictlan that recognises the revolutionary elements of its history, focusing on the overthrowing of Captain Tlaloc and his corrupt peers that solidified his reign. Regardless of the eventual quashing of the revolution by the [[Sol Alliance| Solarian Alliance]] shortly after it began, it is still celebrated for the efforts that allowed for a democratic Mictlan to form. Colourful parades, fireworks and concerts are all common events during the festive season. &lt;br /&gt;
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*&#039;&#039;&#039;Dia de los Muertos (1 November)&#039;&#039;&#039;&lt;br /&gt;
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Carried to Mictlan through the Central and South American colonists, Dia de los Muertos is a traditional celebration honouring the deceased through Calaveras, building home shrines with food and beverages enjoyed by the departed, as well as visiting cemeteries and leaving gifts on the graves of those that have since passed. It has also evolved to include family festivities alongside the solemn themes of the day, where communal feasts are common. &lt;br /&gt;
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*&#039;&#039;&#039;Tago de Eksterterano (6 June)&#039;&#039;&#039;&lt;br /&gt;
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Celebrating the influx of non-humans to their planets, Tago de Eksterterano has become an import recognition of the influence that non-humans have had on Mictlani, and vice versa as their communities become further integration within the planet’s politics, economy and society. Skrell, Dionae and Unathi populations across Mictlan have seized the day as an opportunity to further assimilate themselves – at least those that want to – within Mictlan, with celebrations hosted in Papamóscanda, Fallowed Meadows and Vezdukh during the Tago de Eksterterano.&lt;br /&gt;
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=== Aliens on Mictlan ===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Free City of Vezdukh will serve as an example. Where all else has been lost, one must hope. It is hope that makes us strong. It is what must be fought for when all else is lost.” - Lord Mayor Orbza Izziba addressing the Unathi at his inauguration following the establishment of the Free City of Vezdukh (23 November 2453)&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#186b1c; padding:.1em; color:#fff;&amp;quot;&amp;gt;Dionae on Mictlan - The Primitive Sirens&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Rooted within the emigrants from across the [[Sol Alliance| Solarian Alliance]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens do regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
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===== History =====&lt;br /&gt;
Created by those that sought freedom after their debt had been repaid, hundreds of Dionae spread out across the Orion Spur, it was only natural that Mictlan – within the more frontier regions of the [[Sol Alliance| Solarian Alliance]] – would be elected by those attempting to flee from its grasp as a preferable place to settle in the 2400s. The initial inability to assimilate into Mictlani society pushed for the founding of Fallowed Meadows, where a common agreement was held among the settlers: a safe space for other Dionae attempting to resettle themselves, free from the technology that had plagued them to such an existence. Where, without prior authorisation from the established government on Mictlan, they forged an existence within the Mictlani Sertão and cleared vast sections for their intended settlement. Despite attempts to disperse the Dionae by officials from the surrounding cities, they yielded successful results as the first buildings started cropping up – crude, and somewhat dishevelled – but it mattered not, as the Dionae had carved themselves a home.&lt;br /&gt;
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Keeping to themselves for the better part of two decades, it wasn’t until the 2430s that Dionae from Fallowed Meadows began pouring into the surrounding communities – citing the need to bring back experiences to the Cluster, claiming it a rite of passage for those that wished to remain. Slowly, Fallowed Meadows saw further integration within Mictlan, with the experiences brought back by these ites of passage influencing their own society, evolving their understanding of their original common agreement, shifting and changing the interpretations. By the 2450s, the settlement had grown enormously and had seen non-Dionae begin to contribute, further cementing Mictlani elements within their societal understandings and beliefs. &lt;br /&gt;
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Fallowed Meadow’s establishment within the northern parts of Huitzilopochtli has resulted in unwanted attention by the Samaritans, Founding Movement and even the Tau Ceti Foreign Legion. Several times the Tau Ceti Foreign Legion landed their shuttles within Fallowed Meadows, claiming the settlement to be hiding seditious individuals within their midsts, some persons even being detained by the Biesellite forces due to their alleged connections. Though there exists no outward alignment to these groups, it isn’t unheard of for those returning from the surrounding cities with their newfound experiences suddenly take a dislike to the Tau Ceti Foreign Legion, and the [[Republic of Biesel]] – however, many chalk this up to mere rumours. &lt;br /&gt;
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===== Dionae from the Primitive Sirens =====&lt;br /&gt;
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Dionae from the Primitive Sirens are known for their remarkable abilities to mimic structures, items and even other species – seemingly adapting to the situation, with rather proficient ease. Adhering to their ideology to ward away from advanced technology, these Dionae will often find themselves substitutes for such – with those within the construction industry sometimes seen uniting themselves to form appearances consistent with machines – such as cranes, pulleys and even scaffolding equipment. Mimicry is an integral component of the Primitive Sirens, where they view it as an ability given to the Dionae in order to do without technology, where whenever possible they would rather pursue themselves as substitutes as opposed to machines. In some instances, some claim to have even seen Dionae attempt to mimic farming equipment, such as ploughs and tractors, with some minor success thanks to the natural agriculture benefits imbedded within their skin and bark. &lt;br /&gt;
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===== Fallowed Meadows =====&lt;br /&gt;
Reminiscent of pre-industrial society, &#039;&#039;&#039;Fallowed Meadows&#039;&#039;&#039; seems of almost biblical beauty, with much of the sprawling settlement’s design seemingly inspired by Babylonian architecture, slightly altered due to the buildings having been constructed of wood, and supported with biomass produced by the Dionae. Farms, ranches and even rudimentary workshops dot the landscape of Fallowed Meadows, operated by hundred of gestalts that elect to follow the Primitive Siren’s ideologies – not all being native to the Cluster. These ranches have a dual purpose, serving as a means to harvest Aztlanian Llama fibres to wave clothing but also to serve as pack animals to help transport resources and Dionae over large distances. Fallowed Meadows has managed to resist megacorporate influence, however, have been unable to do the same for Mictlani integration, where some non-Dionae have even joined the Primitive Sirens and embraced their lifestyle of simple living. Though it remains detached from general Mictlani, Fallowed Meadows has implemented several societal changes thanks to the influence of the planet’s populace, reforming from a stringent hierarchy based on age to a communal village where each and every individual is appreciated regardless of what they can add to the Cluster. Therefore, there doesn’t exist a gestalt that leads Fallowed Meadows, instead, choices that affect the settlement are conducted by each and every inhabitant voicing their concerns, and voting on their choice – a type of direct democracy seen similarly in Harmonious Hymn. &lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#92960e; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Free Sinta&#039;Unathi of Vezdukh&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Fleeing from the catastrophic circumstances of Moghes, Unathi found themselves scattered across the Orion Spur – filtering themselves into wherever possible and to those that would accept the fleets of refugees. One notable location was that of Mictlan, far enough away from the Jewel Worlds of the [[Sol Alliance| Solarian Alliance]] that they wouldn’t have to fear any immediate repercussions by the establishment of refugee camps to host those from Moghes, and the general openness to non-humans made it a suitable location for [[Sol Alliance| Solarian Alliance]]’s attempts to divert the asylum seekers from their more well-off colonies. Established in 2440, the Vezdukh Refugee Camp soon became home for thousands of those fleeing from Moghes – be it those from the [[Karszekani Moghes]] or the [[Unathi History| Traditionalist Coalition]], they found themselves lumped together by the ignorant officials overseeing the displacement process. By the end of the decade, the Vezdukh Refugee Camp had overcome the majority of its problems – evolving from a humble refugee camp to a sprawling shantytown, where it eventually earned recognition as the Free City of Vezdukh. Since 2440, Unathi have become one of the more influential species within Mictlan’s economy, continuing to grow their presence as time marches forward. Meritocracy is a fundamental aspect of the Free City, where peasants fleeing the Contact War have been able to carve a name for themselves on Mictlan, and even reach the highest echelons of Vezdukh’s aristocracy. Though majority of the Unathi on Mictlan live within the Free City, it is not uncommon to see them within other population centres across the planet. &lt;br /&gt;
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===== History =====&lt;br /&gt;
The outbreak of the Contact War in 2439 is the primary reason for the presence of Unathi on Mictlan, where those that fled from Moghes and found themselves within the [[Sol Alliance| Solarian Alliance]] saw themselves filtered towards its outer colonies – in particular, Biesel and Mictlan – if they weren’t told to turn around and return to their planet. Those that found themselves escorted to Mictlan subsequently saw filtering into the Vezdukh Refugee Camp, where most were identified and classed according to their skills – farmers, healers, labourers and even warriors. The ignorance of the officials overseeing this process lumped together refugees from both the [[Karszekani Moghes]] and the [[Unathi History| Traditionalist Coalition]], which caused outbreaks of violence across Vezdukh. Even nobles that fled from Moghes essentially saw their titles stripped, crammed into overcrowded cabins meant to maximise the number of people that it could house. &lt;br /&gt;
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By the mid-2440s, makeshift castes had begun to re-emerge, however, inverse to that of Moghes. Farmers, specifically those within the aquaculture industries quickly began to leverage their influence within the intracity economy of Vezdukh, bargaining their produce for favours from the other groups of workers. Most notably, however, was the prevalence of those belonging to the [[Unathi History| Traditionalist Coalition]] within the nascent aquaculture industries – with Clan Izziba quickly inserting their dominance, despite their origins as peasants from the Torn Cities of Moghes.&lt;br /&gt;
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By the end of the decade, Vezdukh had evolved considerably and had obviously taken on Moghesian influence. Not just the city’s architecture was inspired, but the makeup of its political, economical and societal spheres as well. Clan Izziba used their influence within the aquaculture industries, where they quickly saw themselves rising to the status of nobles – where Vezdukh had largely been left alone by the greater Republic of Mictlan by 2451. The then-Prime Minister recognised that Vezdukh no longer could serve as a refugee camp and that it had evolved past its original intentions, and for that, it was necessary to allow its inhabitants to decide their own way forward – a notable difference from the approach taken during the establishment of Fallowed Meadows, seemingly distance themselves from their prior actions  – with the establishment of the Free City of Vezdukh after months of negotiations and discussions between the most influential clans that had gathered power, either through political manoeuvring or criminal undertakings. &lt;br /&gt;
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The establishment of the Free City in 2453 had profound effects on the Unathi, and their assimilation to Mictlan. Twelve years since the initial arrival to the planet, the intrusion of the planet’s culture into Vezdukh, and negotiations held between representatives of both parties ultimately pushed for a reformation amongst the Unathi – with notable support from Clan Izziba – that pushed for a democratic approach to be taken to the ruling of the Free City, integrated with the customs and beliefs of the Unathi. The office of Lord Mayor was thereby established, chosen by a council electorate of Unathi that would campaign for a seat on the “High Council of Vezdukh”. Today, the Free City of Vezdukh – although inspired by Moghesian elements – maintains uniqueness through the integration and assimilation of Mictlani culture – and still welcomes refugees from Moghes as the wasteland continues to grow.&lt;br /&gt;
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===== Free City of Vezdukh =====&lt;br /&gt;
Within the jungles surrounding Sikunda, the Free City of Vezdukh exists – tucked along the west coasts of Llactaplata, which has proven advantageous for the city’s aquaculture practices, which majority of the Unathi find themselves employed within due to the prevalence of Clan Izziba&#039;s Fishing Guild. Not too dissimilar from cities found across Moghes, Vezdukh has some obvious Moghesian influence integrated into its architecture, with some small caveats as a result of the inclusion of Mictlani elements across the growing city. It enjoys a semi-autonomous existence on Mictlan, with significant freedom in the running of Vezdukh, where it has its own government established by an agreement between the most influential clans and representatives of the planetary government. With the prevalence of the [[Unathi History| Traditionalist Coalition]] within the city’s aristocracy, [[Th&#039;akh]] sees itself as the majority religion – where it has even led to the establishment of catacombs that spread far across Vezdukh, in which those that die are stored within – approximately already housing nearly three thousand Unathi, according to the records kept by the prominent Shamans. Though there wasn’t an initial imbalance between refugees from the [[Karszekani Moghes]] and the [[Unathi History| Traditionalist Coalition]], throughout the years this number has slowly grown disproportionately, with majority of those still fleeing the wastelands of Moghes made up of those either disinterested in the Karszekani, or remnants of the [[Unathi History| Traditionalist Coalition]] that have managed to hold out for decades after the conclusion of the Contact War. The Free City of Vezdukh, similarly to Moghes, is influenced significantly by the presence of Guilds, in particular Clan Izziba&#039;s Fishing Guild, and the Javzi Chapter of the Bard’s Guild. Though the other Moghesian Guilds may be present within the Free City of Vezdukh, they do not have near as much influence as the former guilds. Guildmaster Orbza Izziba also stands as Lord Mayor of the Free City, where his Clan leverages their monopoly of aquaculture to ensure their majority holding of the Grand Council of Vezdukh. Beneath his guidance for the better part of the last decade, the Free City has grown exponentially and settled as a true successor to the [[Unathi History| Traditionalist Coalition]]. [[Unathi|Sinta&#039;Azaziba]] is the most commonly spoken language within the Free City, though some do still speak Sinta’Unathi within the more Karszekaniic dominated neighbourhoods. &lt;br /&gt;
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===== Notable Clans of Vezdukh =====&lt;br /&gt;
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====== Clan Izziba ======&lt;br /&gt;
With their origins from throughout the Torn Cities of Tak, Sai and Sen – Clan Izziba has risen to nobility through their ingenuity and a humble helping of luck. Peasantry within the [[Unathi History| Traditionalist Coalition]], members of Clan Izziba predominately found themselves working within the Fishing League on Moghes for centuries prior to the outbreak of the Contact War. The nuclear cataclysm, and the Clan’s choice to flee from persecution by the [[Karszekani Moghes]], resulted in their subsequent arrival to Mictlan. Placed within their then-nascent aquaculture industries of the Vedzukh Refugee Camp, they proved their value and quickly rose through the ranks – becoming overseers, administrators and ultimately pooling their resources and creating the Fishermen’s Guild – and established a monopoly on the aquaculture industry. Guildmaster, Clan Leader and Lord Mayor Orbza Izziba stands as a representation of the Free City’s meritocratic cornerstone, having carved himself into nobility as a peasant fleeing Moghes. They are allied with Clan Rirazi, and rivals of Clan Javzi. &lt;br /&gt;
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====== Clan Rirazi ======&lt;br /&gt;
Similarly to Clan Izziba, Clan Rirazi hails from the broken [[Unathi History| Traditionalist Coalition]] within the southern hemisphere of Moghes – having fled sometime after the outbreak of the Contact War. However, with most of the men having perished as a result of the Karszekani’s final push, Clan Rirazi has been forced to adopt a matriarchal hierarchy following their arrival to Mictlan, similarly seen within the Queendom of Szek’Hakh. Through a combination of elegance, poise and grace Clan Rirazi secured themselves within the Free City’s aristocracy by arranging political marriages with prominent Unathi, in particular the marriage between Clan Leader Tyzan Rirazi and Lord Mayor Orbza Izziba – which granted the Clan a seat on the High Council of Vezdukh. They have ties to each notable Clan within the Free City, whether it be by marriage, or convenient friendships, Clan Rirazi has secured itself as a prominent and upcoming Clan – with talks of even spearheading the presence of the Merchants Guild on Mictlan. &lt;br /&gt;
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====== Clan Zahzyr ======&lt;br /&gt;
Though maybe not the most influential, Clan Zahzyr is the most numerous. Somehow, through the tragedies inflicted across Moghes, the entirety of Clan Zahzyr fled from the nuclear cataclysm and survived the journey to Mictlan. With apprentices from across the Moghesian Guilds, Clan Zahzyr was able to secure their claw within several pies, earning a rather nice profit through their dozens of ventures  – eventually pooling their resources together and constructing the largest estate within the Free City, outcompeting even Clan Izziba. Castle Zahzyr, as colloquially known, serves as a reminder to the Unathi of the Free City of their Moghesian origins – where it employs a combination of elements from both Th’akhist and south Moghesian Traditionalist architecture. Clan Leader Dazyn Zahzyr secured an alliance with Clan Javzi after marrying Clan Leader and Guildsmaster Vehz’s daughter, Nehdra. They otherwise have amicable relations with the other notable Clans of the Free City.                                 &lt;br /&gt;
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====== Clan Javzi ======&lt;br /&gt;
The only Clan from the Karszekani’s territories that retains enough influence to be prominent within the Free City, Clan Javzi has its roots within Izweski nobility, having used their aristocratic connections to ferry their Clan to wherever would accept them – ultimately ending in their arrival to Mictlan. With connections to the Bard’s Guild, Clan Javzi established their own chapter within the Free City – well, within the Camp, attempting to uplift the mood of refugees and close the divine between the [[Unathi History| Traditionalist Coalition]] and the [[Karszekani Moghes]]. They found success in their attempts, garnering admiration from many across Vezdukh – eventually securing them some kind of influence within the Free City’s affairs, with Clan Leader and Guildmaster Vehz Javzi securing a seat on the High Council of Vezdukh. Clan Javzi maintains a rivalry with Clan Izziba, supposedly over an ancestral feud that started on Moghes. They are allies with Clan Zahzyr but do have amicable relations with Clan Rirazi. &lt;br /&gt;
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===== Notable Guilds of Vezdukh =====&lt;br /&gt;
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====== Bard’s Guild, Javzi Chapter ======&lt;br /&gt;
Established within the Free City by Clan Javzi, the Javzi Chapter of the Bard’s Guild served an important purpose during the initial days of the Vezdukh Refugee Camp – where they routinely engaged in impromptu concerts among one another to lift the moods of those that found themselves on Mictlan, and close the divide and ease the tensions between the [[Unathi History| Traditionalist Coalition]] and the [[Karszekani Moghes]] – or at least those that fled from the respective territories. Now, almost two decades later, the Javzi Chapter serves as an important figure within the Free City’s public relations, where those within the higher positions of the Bard’s Guild oftentimes serve as diplomats on behalf of Vezdukh, or even to turn ease a scandal into a rumour with well-placed writings, poems and songs. It is ill-advised to make an enemy of the Bard’s Guild, for without them gossip and rumour can spread – however dishonourable it may be. Without the influence behind Clan Izziba, it is without a doubt that Lord Mayor Orbza would likely never have been able to attain their position.&lt;br /&gt;
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====== Fishermen’s Guild ======&lt;br /&gt;
Forged by Clan Izziba, the Fishermen’s Guild serves a similar purpose to the Fishing League on Moghes. However, it sees itself run more as a corporation as opposed to a traditional Guild that one would find on Moghes – likely as a result of the expansive influence that it has thanks to the monopoly it holds over the aquaculture industries within the Free City. Led by Lord Mayor Orbza Izziba, the Fishermen’s Guild employs almost half of the inhabitants within the Free City, not necessarily just for aquaculture – the Guild has seen some expansion into similar activities done by the House of Medicine and even the Labourers Guild on Moghe – further integrating itself within the city’s affairs. With such a reliance on the Fishermen’s Guild, it has naturally resulted in Clan Izziba’s immense influence over the Free City – where resisting it is likely to result in some unwanted consequences.&lt;br /&gt;
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The Skrell have found it easy to adapt to Mictlan, although some still struggle to fully integrate themselves into its society; while the humid environment is a perfect fit for their species, the Skrell have found difficulty in adjusting to the communal and energetic culture that’s formed on the planet. While there exist clear similarities between Mictlan and the Nralakk Federation’s outlook on community cohesion and cooperation, the Federation takes a much milder form, resulting in many of the older Skrell living on Mictlan finding the more outwardly emotive and energetic Mictlani way of life to be mentally exhausting. It is the younger generation of Skrell, who grew up on Mictlan, that have found it easier to adapt to the planet&#039;s way of life, unlike the elder generations that have been forced to somehow integrate into the ever-changing culture present.&lt;br /&gt;
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Academically, Skrell have found themselves dominating several fields, including biology and ecology. Academia across Mictlan have recognised the species’ talents, with even the Arequipan Institute of Ecology and Natural Sciences having a Skrell, Xall Qaqii, as its President. Caretakers often encourage their young to partake in showing off the species’ academic aptitude, where the majority of those born on the planet eventually pursue careers related to botany, agriculture, biology, or even the xenosciences.&lt;br /&gt;
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Most Skrell reside in the settlement of Papamóscanda, a town on the outskirts of Arequipa. Founded by the first Skrell that arrived on Mictlan, a group of scientists from the Nralakk Federation. The founding ethos of the first colonists has led to the town itself becoming a hub for pro-Federation Skrell who visit or move to the planet. Even though most live in Papamóscanda, there are other smaller communities of Skrell who have established roots on the other islands across the planet. These groups are typically much smaller and consist of Skrell who come to Mictlan outside of the Federation due to its ties in Papamóscanda. This divide between Federation and non-Federation aligned Skrell rarely results in a confrontation, however, as the hardliners from the two groups have relegated themselves to their own regions on the planet.&lt;br /&gt;
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With Mictlan joining the Republic of Biesel and now finding itself within the Corporate Reconstruction Zone, the Skrell living on the planet are still trying to find where they stand; the older, traditional ones are apathetic, and are only concerned with their and their family’s status within the Republic - yet most of them would prefer a return to Solarian rule. The younger Skrell in comparison are more invested in the state of their planet; some even object to the new rule, believing like many other Mictlani that the planet should finally take the opportunity to become its own sovereign state. A small number of Skrell have even been reported to have joined the Samaritans or affiliated groups, taking up armed resistance against the Republic of Biesel’s control of the planet.&lt;br /&gt;
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===== History =====&lt;br /&gt;
Terraforming specialists from the state-owned enterprise Tuz’qlip Researchers took an interest in Mictlan due to its desirable conditions rarely found across the Orion Spur. A small group of these specialists ventured, with the authority of the Federation, to Mictlan as it was believed that it held scientific value for their species’ terraforming efforts, and the local flora and fauna were considered candidates for transplantation to promote biodiversity on pre-existing Federation colonies. Despite only making contact a few years earlier, they were accepted by the Solarian Alliance and settled Mictlan in 2338. They based themselves on the central continent, with Doctor Xaal Qaqii as the Senior Research Officer. A telmatologist, Doctor Xaal Qaqii had the personal aim of studying the various wetlands of Mictlan and eventually secured themselves as a notable individual within Mictlan’s academia as president of the Arequipan Institue of Ecology and Natural Sciences.&lt;br /&gt;
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An agreement between the Solarian Alliance and the Nralakk Federation in 2353 concluded that active conservation of the planet’s wildlife was required to preserve their existence. While the majority returned to the Federation, many of the original researchers elected to remain on the planet and eventually embedded themselves within the scientific community. Those who stayed continued their original studies in some capacity, collaborating with Federation contemporaries in the bioengineering and ecological fields, but have completely discontinued areas of their research that would directly interfere with or harm the fragile ecosystem of Mictlan. With the arrival of their families, this group of Skrell grew to a sizeable number and established itself in a small town on the outskirts of Arequipa now known as Papamóscanda. The town can be found in the valleys west of the city, and because of the original inhabitants&#039; ties to Tuz’qlip Researchers, it is where most Skrell moving to Mictlan from the Federation elect to stay. The name comes from what the humans on Mictlan named the Skrell when the species first arrived; translated literally the original term is ‘swamp shrieker’ or ‘bog warbler’, and was used in a playful way to describe Skrell based on their vocalisations and preferred environment, although now with the establishment of Papamóscanda the term has fallen out of use.&lt;br /&gt;
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===== Unique Constellations =====&lt;br /&gt;
The Skrell of Mictlan have their own unique set of constellations that can be observed from Mictlan, approved by the Qeblak church. Although they are considered minor by the Qeblak faith as a whole, they have influenced Mictlani Skrell since they arrived on the planet, influencing their outlook on life and their general attitudes.&lt;br /&gt;
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[[File:The Eel.png|thumb|right|&#039;&#039;&#039;The Eel&#039;&#039;&#039;: Turncoat. The unanticipated. Intrigue. Forthcoming.]]&lt;br /&gt;
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[[File:The Palm Tree.png|thumb|left|&#039;&#039;&#039;The Palm Tree&#039;&#039;&#039;: Tranquility. Agitation. Anxiety. Peace.]]&lt;br /&gt;
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[[File:The Pulque.png|thumb|center|330px|&#039;&#039;&#039;The Pulque&#039;&#039;&#039;: Togetherness. Comraderie. Overindulgence. Celebration.]]&lt;br /&gt;
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Neither supported by the Mictlani government nor persecuted under the banner of the Republic of Biesel, ‘El Menaje’ (‘The Household’, a colloquial term for the Trinarist community surrounding Lago de Abundancia) has always been left to its own devices. Material support from the Mendell District 14 branch is its primary among the few sources of income that can be depended upon in times of need, with offers from corporate-backed sources always rejected on principle. Scavenging, recycling and a reliance on donations and volunteer work are the pillars upon which any growth can be found in this synthetic community, trends that are influenced and reinforced by the Mictlani cultural consciousness. As a result, most structures follow a particular style that most foreigners would describe as distasteful and run-down; tires, concrete slabs, sandbags and mismatched bricks are prominent materials used in the construction of communal buildings, with Trinarist motifs often modified to reflect Mictlani artistic stylings and history. This practice is most evident in the appearance of Iglesia de la Chispa Sagrada, the center of Trinarist worship on Mictlan, whose previous life as a Catholic church is evident in the remaining stained glass fixtures that cover the primary face of the chapel.&lt;br /&gt;
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Information related to IPC that can be found on Mictlan can be found [[The_Trinary_Perfection_on_Mictlan|here]].&lt;br /&gt;
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====&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#DAA520; padding:.1em; color:#fff;&amp;quot;&amp;gt;Vaurcae on Mictlan - Los Azquiles&amp;lt;/div&amp;gt;====&lt;br /&gt;
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Mictlan is the most recent planet within the Republic of Biesel to host the arrival of the Vaurcae. Their presence is primarily part of an organized initiative aimed at uplifting [[Queenless]] and [[Queenless#Klat&#039;xatl|Punished]] Vaurcae in Tau Ceti, helping them escape from the slums of Biesel. This burgeoning community has come to be known as Los Azquiles (&amp;quot;The Antmen&amp;quot;). While Los Azquiles have been welcomed by many locals, the scars left by the Peacekeeper Mandate have made it challenging for some Mictlani to reconcile living alongside the Vaurcae.&lt;br /&gt;
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===== History =====&lt;br /&gt;
The concept of a settlement for the Queenless on Mictlan emerged in 2463. By this time, groups such as the [[Queenless#Lii&#039;kenka, The Traitors of Phoenixport|Lii&#039;kenka]] and the [[Queenless#The Xi&#039;larx|Xi&#039;larx]] had recognized that Biesel&#039;s infrastructure would not support a proper Queenless settlement. Additionally, the dominance of megacorporations in the capital, who were in collusion with the Zo&#039;ra Hive, impeded Queenless prosperity. Consequently, an assembly of Lii&#039;kenka and some Xi&#039;larx—including Aalik—devised &#039;&#039;&#039;Project Aztlan&#039;&#039;&#039;. The project aimed to purchase a significant parcel of land in Azcapotzalco, a small town on the outskirts of Nueva Tenochtitlan. The funding for the project is unclear, but it is likely that it was financed through a joint effort among various Queenless communities, though no formal reports exist. The land was eventually acquired in 2464, amidst the Peacekeeper Mandate. However, transportation remained an unresolved issue. Another crowdfunding was required to allow for the rental of ships that could transport the colonizers, though it is suspected that the earliest Vaurcae arrived as stowaways on cargo ships.&lt;br /&gt;
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In 2465, the Queenless Vaurcae made their initial attempts to relocate to Mictlan. The Queenless settled in the city of Azcapotzalco, which had not experienced the outright guerrilla warfare between the Samaritans and the [[Tau Ceti Armed Forces]] but still suffered under the boot of oppression. However, the relative lack of extreme violence meant the city was mostly receptive to the new Vaurca settlers. The Vaurcae were quickly nicknamed &amp;quot;Los Azquiles,&amp;quot; a moniker that has since been embraced by the Vaurcae themselves.&lt;br /&gt;
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Despite the efforts of Project Aztlan, the colonization of the parcel has not been as successful as initially anticipated. La Colmena, the Vaurca barrio in Azcapotzalco, has become a den of criminal activity where law enforcement only ventures if heavily armed. Nonetheless, La Colmena remains a far cry from Flagsdale, where law enforcement cannot even enter, regardless of their equipment. The community was also known for its ties to the founding movement before the organization’s collapse. However, the largest issue is an ongoing k&#039;ois shortage, a problem common to other Vaurca slums throughout the Republic. In the case of La Colmena, it stands on the verge of famine, with Azquiles colonizers struggling to find agricultural solutions for k&#039;ois that will not adversely affect their neighbors.&lt;br /&gt;
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The presence of La Colmena faced significant criticism in 2466 at the height of the Peacekeeper Mandate administrations. Although Mictlani are renowned for their tolerance, the level of brutality inflicted by the Tau Ceti Armed Forces, a military force deeply connected with the Zo’ra Hive, has made it difficult for some of the natives to fully accept the Vaurcae. Nonetheless, many former Samaritans, especially those active in Huehueycóyotl, have attempted to rebuild community ties with Los Azquiles, especially given their Queenless status. In the Huehuecóyotl continent, Los Azquiles are viewed by many as distinct from the ruthless Zo&#039;ra and as allies of the struggle against the Biesellite establishment.&lt;br /&gt;
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==== Legal Recognition ====&lt;br /&gt;
As a member-state of the Republic of Biesel, Mictlan cannot ensure that Los Azquiles will be granted any formal immigration status. However, the cities of Azcapotzalco and Nueva Tenochtitlan are designated as sanctuary cities, allowing Vaurcae to fully mobilize and seek employment within these areas despite their lack of formal legal recognition. This resolution, enacted in early 2466, has encouraged many more Queenless from Flagsdale to find a way to relocate to Mictlan.&lt;br /&gt;
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Despite Mictlan&#039;s efforts to welcome the Vaurcae, most jobs outside the sanctuary cities still require special permits from the [[Vaurca Organizations#Vaurca Office of Administrative Services|Vaurca Office of Administrative Services]]. Azquiles who relocate outside of Azcapotzalco and Nueva Tenochtitlan must also navigate numerous bureaucratic requirements.&lt;br /&gt;
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== Major Cities ==&lt;br /&gt;
[[File:Lago de Abundencia.png|thumb|The skyline of Lago de Abundacia.]]&lt;br /&gt;
&#039;&#039;&#039;Sikunda:&#039;&#039;&#039; An ocean city, the largest and one of many dotting the surface of Mictlan. Sikunda is considered the second (by some the real) capital of Mictlan and boasts higher population numbers than its official capital, Arequipa. Its large platforms are dotted with maze-like interconnected housing structures, factories, and production facilities. Jobs are available everywhere in Sikunda, but the vast majority are low-skill which also means providing little pay. And while the population was managed under the [[Sol Alliance| Solarian Alliance]], the assimilation into the [[Republic of Biesel]] is now threatening the welfare and healthcare laws that kept the population of Sikunda relatively safe. One might imagine Sikunda to be a large grey maze, depressing and drab, full of sunken faces akin to the slums of Eridani, yet the exact opposite is true. Mictlani has made the rig truly theirs, each street boasts a painted landscape, graffiti, or colourful slogan. Colourful tapestries hang from the windows and small shrines dot the dead-ends of streets. Sikunda teems with life during the night, families and communities celebrating on their shared patios and drinking together into the late hours of the night. Sikunda also seems to be the centre for cybercrime, as the majority of all attacks come from said city. While the local authorities and corporate sponsors consider this an issue, locals to Sikunda rarely snitch on these pirate stations.&lt;br /&gt;
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&#039;&#039;&#039;Caxamalca:&#039;&#039;&#039; Nestled within the Mictlani Sertão of the Tepeyollotli Ranges, Caxamalca has its origins within a Chilean colonial outpost that settled within the cooler highlands of the planet. Taking advantage of its close proximity to the mineral resources hidden within the Tepeyolloti, Caxamalca has become an important foothold for Hephaestus Industries. It largely relies on the megacorporation to continue its efforts in quarrying and resource excavation, where the majority of the city’s populace is employed as a result of its presence – either directly or indirectly. Its climate is notably colder and drier compared to the rest of Mictlan, the city has grown within the caverns of Tepeyollotli – where a rife subterranean community exists, deploying methods similarly seen across Himeo with fungal crops, supplementing the imported foods from the rest of the planet, where other Mictlani have even coined the term Pequeña Himeo (or Little Himeo) when referring to Caxamalca. It has avoided the ire of the Tau Ceti Foreign Legion, where its distance from other major population centres has left it void of Samaritan or Founding Movement supporters, which Hephaestus Industries has used to its advantage, expanding even throughout the height of the Peacekeeper Mandate. &lt;br /&gt;
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&#039;&#039;&#039;Médeyre:&#039;&#039;&#039; Originally settled by colonists from French Guiana, Médeyre has since become the headquarters of the Samaritans and Founding Movements as they launch ambushes and attacks against the [[Tau Ceti Foreign Legion]] and its auxiliary forces. Hit hardest by the Peacekeeper Mandate, Médeyre has become a smouldering heap of debris. Many from the city have fled to the western major population centres across Mictlan, where those that remained took up arms against the military occupation of the [[Republic of Biesel]] following the planet’s forced integration within the [[Corporate Reconstruction Zone]]. Those that were instead unable to flee have created pockets of resistance against the anti-corporate and secessionist elements that dominate Médeyre, with the Tau Ceti Foreign Legion taking advantage of these “resistance neighbourhoods” in their attempt to reclaim the city. The conflict between the opposing forces continues throughout the days and nights, gunshots and explosions can be frequently heard in each attempt to turn the tides of the battle. Shuttles are commonly seen transporting troops and moving displaced persons to safe regions, however, the Samaritans and Founding Movement have begun retaliating with anti-vehicle munitions forcing many to instead flee either by foot or smuggled by coastal miscreants looking to exploit their vulnerability. Its somewhat close proximity to Fallowed Meadows has allowed it to see frequent influxes of Dionae seeking unique experiences to return back to the Primitive Sirens, with some claiming their continued arrival as a way of silently supporting the Samaritans and Founding Movement, some Dionae even electing to stay are contribute to the efforts of these seditious organisation.&lt;br /&gt;
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&#039;&#039;&#039;Arequipa:&#039;&#039;&#039; A mainland city and a self-proclaimed shining jewel of Mictlan, Arequipa houses the national museum, the governing body of Mictlan, and one of the few space yards on Mictlan capable of holding a Zhukov-class carrier. Arequipa isn’t constructed as a traditional city, instead being a collection of large towers called “Canopies”, which are interconnected through a series of sound-proof glass tunnels. This allows the fauna beneath these cities to travel undisturbed while the many white-collar and tourist citizens are graced with a day-to-day view of these beasts. This of course comes at the cost of transportation as the only way around is hyper-elevators and self-driving trams. Arequipa is often called the “cultural heart” of Mictlan, with a large number of white-collar workers, artists, singers, and dancers present to entertain the visiting tourists. The general population would regard this as a blatant farce, as the “Mictlani experience” one gets at Arequipa is about as authentic as the glass walls of their towers. The culture in Arequipa is packaged and presented in a safe and easily digestible way, not to scare away the shareholders and companies. Still, even a well-presented and well-oiled machine needs workers to maintain it, and the closest one gets to Mictlani culture inside of Arequipa is when visiting the slums situated in the maintenance tunnels and worker apartments of the Canopies&lt;br /&gt;
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&#039;&#039;&#039;Nueva Tenochtitlan:&#039;&#039;&#039; Similarly to its predecessor, Nueva Tenochtitlan finds itself sprawled over an island – and the surrounding shallow waters on artificial floating canopies – nestled within the largest lake on the continent, Huehuecóyotl. Rooted within a colonial outpost settled by Mexicans, Neuva Tenochtitlan is considered Mictlan’s breadbasket, responsible for a significant portion of the planet’s agricultural production, enough to secure it a massive shuttle port within the centre of the city. The majority of the city’s architecture gives homage to Aztec designs, with a twist of older Solarian designs – most notably observed within Lago de Abundancia and other settlements existing since the planet’s colonisation. With the inclusion of Mictlan within the [[Corporate Reconstruction Zone]], Getmore! has taken an interest in developing a foothold within the city, having already begun to purchase facilities that found themselves conveniently going under thanks to the megacorporate sanctions placed on Mictlani following the Insurrection Crisis. Dissimilar to other cities, Nueva Tenochtitlan has gone without significant megacorporate influence, where their introduction has disrupted the lives of many Tecnochtitlans.&lt;br /&gt;
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&#039;&#039;&#039;Lago de Abundancia:&#039;&#039;&#039; A coastal city that was built with older earth architecture in mind during the early years of settlement. Its presence was never very well established as it mostly existed for agricultural reasons, however, in 2412 Idris invested heavily into Lago de Abundancia, transforming it into a proper competitor of Arequipa. Lago de Abundancia is now the second biggest tourist haven on the planet, promising wide beaches, big waves, and warm waters. Lago de Abundancia boasts the Spur&#039;s biggest and most diverse aquarium in the form of an entertainment park dubbed, Ocean Planet™.&lt;br /&gt;
&lt;br /&gt;
The people of Lago de Abundancia hold themselves in high regard, being proud of their achievement to turn their small coastal town into a bustling metropolis with a skyrocketing economy but these boasts hide a very insidious truth, that Lago de Abundancia has an issue with crime. Idris&#039; refusal to boost the funding for public police while handling all security privately has led to the outside communities of farmers and workers being harassed daily by large criminal organizations and loan sharks. It is also the central operating area of the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
As a result of the Insurrection Crisis of 2464, Lago de Abundancia became a warzone that resulted in the widespread destruction that turned city blocks into rubble. The [[Tau Ceti Foreign Legion]], alongside the [[Private Military Contracting Group]] and the Mictlan Defense Force, engaged in both the Founding Movement and the Samaritans as they attempted to retake Lago de Abundancia. Ultimately, they succeeded, but neighbourhoods found themselves smouldering piles of debris and many were forced from their homes as they were evacuated by the corporate military forces. Following the Insurrection Crisis, a combination of Legionnaires and contractors from [[Hephaestus Industries]], remain within the city and assist in rebuilding it to its former glory.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces#Mictlan Defense Force|Mictlan Defense Force]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are more than soldiers. You are my allies, my brothers in arms, fighting for the future, and willing to sacrifice yourselves for the greater good.” - General Jesus Guadeloupe (2398 - ) addressing the Mictlan Defense Force prior to engaging the Samaritans and Founding Movement in Lago de Abundancia (13 March 2464).&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While as a member-state of the [[Republic of Biesel]] Mictlan can boast interstellar protection from the [[Tau Ceti Armed Forces]], its planetary guard is the &#039;&#039;&#039;Mictlan Defense Force&#039;&#039;&#039;. The MDF can trace its origins back to the original enforcers of Captain Tlaloc, who were originally security officers aboard the colony ship. Over time, they evolved into a paramilitary force under Tlaloc’s direct command, equipped and trained to subjugate Mictlan’s early colonists. During the revolutionary period, most of the organisation’s officers were tried and executed for their part in aiding Captain Tlaloc’s tyrannical regime, while the rank and file soldiers were integrated into the Revolutionary Armed Forces of Mictlan. The Revolutionary army was not as organised as its predecessor and quickly capitulated to the [[Sol Alliance|Solarian Alliance’s]] forces, being reorganised into the Mictlan Defence Force.&lt;br /&gt;
&lt;br /&gt;
Because of Mictlan’s location within the Sol Alliance, the Defense Force was always a small and unutilised force. Deep within Solarian space, the planet had no need for a large standing army, which resulted in them being underequipped and underqualified to handle any major emergencies. This became evident in late 2462 when the economic and territorial collapse of the Sol Alliance left Mictlan and many other planets to fend for themselves; the majority of the forces ended up going weeks without pay, causing mass desertion within its ranks, and most of the equipment was looted by disgruntled soldiers. Many who deserted would go on to form the military backbone of the Samaritans. Those that did not desert were incorporated into the Tau Ceti Foreign Legion and later the Tau Ceti Armed Forces, building a reputation as brutal enforcers of Biesel hegemony. In the aftermath of Xiomara Salvo’s negotiated peace with the Tau Ceti Armed Forces in 2465, many former Samaritans re-enlisted in the MDF as per the terms of their parole. Now they form a more experienced backbone to the MDF, and while not being trusted enough by the government to receive commissions, are often found in NCO billets, leading troops once again.&lt;br /&gt;
&lt;br /&gt;
Rebuilding and re-establishing the MDF as a somewhat professional force remains a Herculean task, one that will be conducted under the watchful eye of Biesel, still wary of another insurgency arising on their new planet.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Queendom_of_Sezk-Hakh&amp;diff=39429</id>
		<title>The Queendom of Sezk-Hakh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Queendom_of_Sezk-Hakh&amp;diff=39429"/>
		<updated>2026-05-23T11:35:28Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:QueendomFlag.png|thumb|The Queendom&#039;s Flag. ]]&lt;br /&gt;
Situated across [[Moghes]]’ eastern hemisphere, within the Guzan region amid the Tzuszah Wastes, the Queendom of Sezk-Hakh has managed to survive and develop in spite of the instability caused by the consequences of the [[Unathi History|Contact War]]. Isolated from its enemies thanks to the extensive, growing [[The Wasteland|Wasteland]], it is led by the elderly Lazak Szek-Hakh alongside her daughters, Zasza and Tzansa. Though the encroachment of the wastes has made resources within the previously lush province somewhat scarce, the region manages to teeter between thriving and languishing thanks to the extensive aquaculture industry that exists within the capital of Yu’kal – expanded upon by Szekzir Lazak following the death of her husband during the war. Unfortunately due to the continued growth of the wastes, distrust from more conservative Unathi, and the isolationist stance of the Szek-Hakh leadership, the future of the area is uncertain.&lt;br /&gt;
 A note on Etymology:&lt;br /&gt;
 The term Queendom was originally something of a misnomer borne from human mistranslation, but it was quickly adopted by enemies of Clan Szek-Hakh as well as those who see the region’s cultural shift as dangerous or degenerate. Originally intended to be an insult related to what its detractors considered insufficient strength of rulership in the region, Lazak Szek-Hakh instead embraced the human-centric term as her own. By 2468 the name was in widespread colloquial use when it was officially changed in collaboration with the structuring of the Karszekani. The area is now officially known as the Szekziran. Literally translated as “Domain of the Ruler of Rivers”, the name was chosen to highlight the region’s continued distance and contrast from the more common Szekanan or “Domain of the Ruler of the Land”. Given the changes in gender identity described below, the association to rivers was applicable as rivers are more closely associated with [[Unathi#Gender_Roles|Taa]] (Healers) due to their adaptable nature, whereas the firm and solid land is more closely related to [[Unathi#Gender_Roles|Saa]] (Warriors). Going forward the colloquial term and the official name will be used interchangeably.&lt;br /&gt;
 &lt;br /&gt;
== Culture &amp;amp; History ==&lt;br /&gt;
&lt;br /&gt;
Prior to the [[Unathi History|Contact War]], Yu’kal was a centre of the eastern hemisphere’s aquaculture industry, with the city nestled among the coasts. It was only after the death of Lord Jzsan Szeh-Hakn, Lazak’s spouse, that the realm’s reality shifted, and they were confronted with circumstances that most thought would result in the region’s collapse. However, Lady Lazak took critical steps to maintain the realm – in particular instituting widespread and extensive reformation of the aquacultural industry, mandating larger quotas, the creation of emergency provision stockpiles, and a focus on longevity. Increased enlistment and training in the city guard or militia was also instituted, irrespective of previous roles or abilities. Her quick thinking allowed many of the local cities to survive those first years, and they were even able to assist more distant neighbors, such as [[Zazalai_Mountains#Mudki|Mudki]]. These first crucial steps by Lazak allowed Yu’kal to weather the storm and serve as a beacon for clans fleeing their homes as a result of the roiling uncertainty of war. Quickly, the foundations of the Queendom began to form.&lt;br /&gt;
&lt;br /&gt;
By the end of the Contact War, the Szekziran was a well-established political entity within the Wasteland, with Lazak claiming her late husband’s title sometime during the climax of the nuclear cataclysm. When the dust had settled, the domain was intact but the toll of the war would yet be felt. Between the dead, chronically wounded, and others who fled or were lost, the saa population of the region was reduced by sixty eight percent. Less conservative estimates put the number closer to eighty. Changes to the aquaculture infrastructure proved key to the Queendom’s survival, but the work would grind on as the truth of the wastes became apparent. With the staggering loss of warriors in battle and the constant need for fishers to keep mouths fed and industry running, more and more healers found themselves pressed into positions outside their experience. [[The_Wasteland#Factions_of_the_Wasteland|Raiders]] from the wastes, lawlessness, and a number of robberies from food stockpiles necessitated the creation of an effective security force. The initial edict which allowed for anyone to work in the city guard or military became a requirement. Mandatory service was expected of all citizens, but in reality, most fishers were fully tasked and given an exception.The result was a peacekeeping force composed primarily of taa that were hastily trained and had not been steeped in [[Unathi_Honor#Honor_for_the_Warrior|warrior]] philosophy as many saa had been. Healers also found themselves thrust into positions of vacated leadership. Lazak had no hesitation in taking the reins of the realm and proved to be extremely competent, but change would not come as easily to the myriad lesser offices. Many were still held by old and conventional unathi, and not all of the healers available to take on the responsibility were as willing to upend [[Unathi#Gender_Roles|warrior dominated tradition]]. In the end, however, necessity won out in most cases and in others Lazak was able to find taa of like-mindedness and appoint them to most crucial positions.&lt;br /&gt;
&lt;br /&gt;
Taa soon found themselves in roles previously associated with saa across the Szekziran. Eventually the boundaries between the genders began to erode, and healers in martial roles began to be referred to as Taa’an; healer as of the land. Their unique background and lack of a traditional warrior mindset led to unconventional tactics and strategies in combat. Advanced anatomical and medical knowledge coupled with the willingness to fight in “less than honorable” ways resulted in a glut of early victories, boosting confidence in Lazak’s methods and ejecting a number of raiding bands that had been encroaching on her lands during the initial chaos. A semblance of order returned to the Queendom and many held the Taa’an in high esteem while the doubters were robbed of their footing. These successes led to permanent changes in training and enlistment which, over time, caused the fusion of healer and warrior to be entrenched in local culture as a healer-protector.&lt;br /&gt;
&lt;br /&gt;
A number of those outside the Queendom’s influence saw the intertwining of warrior and healer as abominable, and Lazak’s continuing success as [[Sk&#039;akh#Sk&#039;akh_and_Gender|heretical]]. Several attempts to silence Lazak have been made since the end of the war, with the most notable culminating with the capture and [[Unathi#The_Guwan|exile]] of a would-be assassin. The Lord responsible was openly challenged by a Taa’an champion. Underestimating his challenger he sent his Saa firstborn to answer in a [[Unathi_Honor#Dueling|duel]] to first blood. Both the lord and his champion were humbled when the strike to draw first blood was so deft and exact that it took the hand off at the wrist before the first drops hit the ground. Though already accepted by thousands within her realm, this brought publicity to the Queen, allowing her to rise as a public and notable figure in Moghes and the greater Karszekani Moghes.&lt;br /&gt;
&lt;br /&gt;
Szekzir Lazak now leads the Szekziran in a precarious situation, with those aligning themselves to the Karszekani’s warrior-dominated customs calling for her exile due to her heretical twisting of Saa and Taa, making it harder for the aging ruler to find allies. Walking a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk&#039;akh Church]] and other political rivals as part of the Karszekani, only with the coming of the future will the legend of the Queendom see itself either rise or fall.&lt;br /&gt;
&lt;br /&gt;
=== Taa’an - Cutting out the Rot ===&lt;br /&gt;
&lt;br /&gt;
Taa’an as a term has been used to describe the new gender paradigm in the Szekziran since its inception but the ethos of its members has been refined over time. The mixing of a warrior’s insight with a healer’s precision has led to a guiding belief that destruction is necessary to the process of healing, and by contrast an avoidance of injury can cause greater harm. For example, killing a dangerous criminal can save lives tomorrow. By attempting to heal a plague ridden patient, you risk infection to others. A common axiom took root; you must cut out the rot of disease to save the body. To many, the methods of Taa’an seem bloodthirsty and show a sickness of soul that comes from the confusion of roles in the Queendom. Outsiders sometimes report ruthless measures taken by Taa’an in the execution of their duties and, as they were in the past, healer-protectors are not hesitant to use what some consider to be “honorless” tactics to achieve victory. Often this takes the form of ambush and guerilla warfare, but there are also rumors that they coat their reserve melee weapons in sedatives or poison to level the playing field; substances many are familiar with from the training they receive as healers. Veteran Taa’an who have proven their aptitude and dedication are known as Exemplars. They are often found in positions of leadership, directing their troops or officers with meticulous precision.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, shouldering the burden of both warrior and healer can become overwhelming. In the field, Taa’an often experience a doubling of expectations; for example, they may be expected to charge the enemy one minute and then triage the wounded the next with no rest until duty is done. The continued exposure to adrenaline, trauma, and suffering in the majority of aspects of their role leads to a condition similar to what humans call “compassion fatigue”. As time goes by Taa’an become unwilling or unable to connect empathically with others. They become irritable and isolate socially as much as they are able and their duty allows. This can sometimes lead to a mental break or crisis, but over time the culturally accepted answer has become silent endurance. Known in the Queendom as “Honed Soul”, this isolating coping strategy is seen as strength of character and actively encouraged. So long as they don’t suffer a nervous breakdown, the longer one serves as Taa’an the more normalized this state of mind becomes. Exemplars often exhibit this as extreme vigilance and a cool detachment from their subordinates. They are “always on”, ready to move to action, either to attack or administer aid, but unable to express negative emotions or find regular catharsis. As elected positions are often chosen from veteran Taa’an ranks this affect can impact their relations with visitors and dignitaries. The result is a perception of the Queendom in general, and Taa’an specifically, of cold, calculating, and ruthless enigmas who stand outside of normal [[Unathi#Unathi_Culture|unathi culture]].&lt;br /&gt;
&lt;br /&gt;
As the war passes into history and the planet tries to heal, some have endeavored to revert the Szekziran back to more traditional practices and un-entangle the warrior and healer from one another. These attempts have largely met with abject failure due to Lazak’s influence and the rigorous adherence to the new paradigm by Taa’an of every rank. Very few traditionally recognized saa exist as the ones who survived the war pass and the young are folded into Taa’an training and development. The success of the Szekziran and the prowess of its healer-protectors is lauded as proof of the failings of Saa and the dominance of Taa’an. Opposition to the Queen or her policies is somewhat tolerated but significant agitators often find themselves seen as the rot needing to be cut and the majority are [[Unathi#The_Guwan|exiled]].&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
&lt;br /&gt;
The majority of the Queendom subscribes to [[Th&#039;akh|Th&#039;akh]], with Yu’kal containing within it a massive temple – easily compared to a cathedral – expressly giving homage to the realm’s alignment to the religion, constructed by Szekzir Lazak following the [[Unathi History|Contact War]]. Despite the realm’s majority-Th’akh following populace, Lazak has granted asylum to many journeying across the Wasteland regardless of which faith they subscribe to, and until recently even allowed [[Si&#039;akh|Si&#039;akh]] within her realm. After swearing fealty to the Izweski and joining the Karszekani, Lazak agreed to publicly denounce the religion. Those who choose to follow it are officially barred from her realm, yet an open secret of the Queen’s court is that she allows its adherents travelling through the Wasteland to reside within her borders – to varying degrees of permanence. While Si’akh is officially suppressed, it has nonetheless found fertile soil for its beliefs in the Szekziran. A significant number of Taa’an equate the cleansing and purification of Si’akh with their own beliefs of healing primarily through excision and debridement, and the Queen’s official denouncement, while arguably necessary, has become a catalyst for discontent and disagreement in an otherwise unified community.&lt;br /&gt;
&lt;br /&gt;
Though the Szekziran’s tolerance for other religions is great, [[Aut&#039;akh|Aut&#039;akh]] is fiercely denounced and even despised. It is not unheard of for those within the confines of her realm that follow the heresy to find their prosthetic augments looted, or proselytisers lynched in the streets.&lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
===Yu’kal===&lt;br /&gt;
&lt;br /&gt;
The capital of the Queendom, Yu’kal has been reigned over for centuries by Clan Szek-Hakh. It had long been established, even prior to the [[Unathi History|Contact War]], as a major population centre of great importance; mostly owing to trading structured around aquaculture. Though the nuclear cataclysm into which [[Moghes]] was plunged almost destroyed the city, Szekzir Lazak reigns diligently to ensure that her people and her husband’s lineage survive the perilous circumstances with which they’ve been confronted. Though initially aligning with the [[Karszekani Moghes]] during the outbreak of the Contract War, Yu’kal eventually saw itself shifting to becoming neutral to the conflict as it developed into the foundation of the Queendom. Recently however, it has pledged fealty to the Karszekani and its borders and provisional duties have been expanded to all Guzan.&lt;br /&gt;
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===Gzusz===&lt;br /&gt;
&lt;br /&gt;
One of the newer cities to join the Queendom, Gzusz has become a refugee haven. On the outskirts of the realm’s eastern border, many displaced unathi fleeing west arrive greeted by the rapidly growing city, which only decades before had a population of less than two-hundred. Though the Contact War has made it difficult to expand fast enough to accommodate those fleeing the Wasteland, Gzusz still maintains great importance to the Szekziran, acting as a “buffer” between the Gawgaryn and Reclaimers and the interior of the Queendom. The majority of the newly arrived are inducted into the city’s guards, fighting off those that wish to question the Queendom’s ability to protect itself and its people. The influx of refugees means that Gzusz is rarely without round-the-clock protection. It is officially split between Sk’akh and Th’akh, though a growing undercurrent of Si’akh is evident. It is ruled by Lady Zasza Szek-Hakh, Szekzir Lazak’s daughter.&lt;br /&gt;
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===Arch’ozal ===&lt;br /&gt;
&lt;br /&gt;
Named after the [[Th&#039;akh|Th’akh Spirit-God Archozmi]], Arch’ozal prides itself as being keeper and distributor of knowledge. Having sided with the Queendom since its inception, it has become a place of great academic advancements – at least in terms of the Wasteland. Prior to the Contact War, Arch’ozal was the centre of academia within Moghes’ eastern hemisphere; with Clan Ghzakal reigning over it. The destruction brought on by the nuclear war, and the lack of means to sustain itself, Clan Ghzakal fled from the city – leaving it and its populace having to fend for themselves. It was only after the radioactive ashes began to set that Lazak sent emissaries towards the city, eventually persuading them to follow her custom doctrines. She appointed her daughter, Tzansa Szek-Hakh, as Lady-Regent until another with a rightful claim to Arch’ozal returned. It is majority Sk’akh, however, the population of Th’akh has slowly been growing over the years.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=39428</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=39428"/>
		<updated>2026-05-23T11:34:50Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Karszekani many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Karszekani recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
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Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
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==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Karszekani Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Karszekani population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Karszekani contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Karszekani. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxan Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Karszekani about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story, two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the necessary components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland in small caravans of three or four atop strange augmented Threshbeasts, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them, and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Karszekani&amp;diff=39427</id>
		<title>K&#039;lax in the Karszekani</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Karszekani&amp;diff=39427"/>
		<updated>2026-05-23T11:07:26Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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With the [[Vaurca Hives#The Zo&#039;ra|Zo’ra]] remaining shaky allies to the [[Stellar Corporate Conglomerate]] in [[Tau Ceti]] and the [[Vaurca Hives#The C&#039;thur|C’thur’s]] position as partners to the [[Nralakk Federation]], the [[Vaurca Hives#The K&#039;lax|K’lax]] follow the most radical form of relationship with their benefactors in that they are a vassal to the feudal [[Izweski Nation]]. &lt;br /&gt;
&lt;br /&gt;
Vassalization is leagues different from the other forms of partnerships that the other Hives have adopted, and whether or not it benefits Vaurcae or [[Unathi]] more is still up for debate.&lt;br /&gt;
&lt;br /&gt;
==Vaurcae and Loyalty==&lt;br /&gt;
The concept of loyalty is often brought up when in reference to vassalization, and many questions whether or not the K’lax will ever truly be loyal to anything but their own Queen. Vaurcae are raised in [[Virtual Reality]], somewhere that, like the [[Nralakk Federation]] and the [[Republic of Biesel]], the Karszekani has no control. Anything can be taught to young Vaurcae here, and their masters would have no say in it. &lt;br /&gt;
&lt;br /&gt;
To that end, not much is known about how new K’lax are conditioned to operate in this relationship. In most cases, K’lax follow the orders of Karszekani superiors as if they came from one of their own Ta— and to the same standards. Sentiment-wise, a Vaurca typically follows similar beliefs to that of their Brood’s Queen. There have been next to no cases of outcry or disobedience outside of [[Queenless]] broods, leading the Karszekani and the K’lax Hive to warm relations, despite whether the contact is forced or not.&lt;br /&gt;
&lt;br /&gt;
==Living Conditions==&lt;br /&gt;
Most Vaurcae in the Karszekani live on [[Tret]], a planet in [[Uueoa-Esa]] gifted to the K’lax to colonize, and its satellite, Pid. To this extent, living conditions tend to vary in both quality and architecture. Settlements on Tret, are sprawling industrial complexes, whereas Pid is known for its rapidly growing tunnel networks, constructed with adequate flooring, roofing, and ventilation in mind; rooms along with the network functioning as different facilities. As a rule of thumb, the quality tends to go up the closer in proximity the settlement is to a Queen.&lt;br /&gt;
&lt;br /&gt;
In other instances, Vaurca settlements are constructed similarly to towns on [[Moghes]] or [[Ouerea]]. Architecture almost identically similar is common in these settlements with the insides of structures instead resembling rooms on-board the K’lax’s fallen Hiveship in the capital city of Tret, &#039;&#039;&#039;Ksyne&#039;kizar&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;Kizar’s Crater&#039;&#039;&#039;. Settlements in this example are typically newer than others, as the designs became popular with Ta following urbanization efforts on Ouerea.&lt;br /&gt;
&lt;br /&gt;
Outside of Tret, K’lax mostly exist in buildings designated as residences by Karszekani officials, and largely serve the sole purpose of housing Warriors or Workers (separately, never combined) for work details and related duties.&lt;br /&gt;
&lt;br /&gt;
==Bound in the Karszekani==&lt;br /&gt;
Part of the K’lax Hive’s obligations to their masters is the contribution of resources and labor. Bound Vaurca are often sent en masse to fulfill these requests, whether it be removing polluting materials from the Moghesian sea, or mining Tret’s bountiful resources to fund the Izweski Nation’s endeavors. &lt;br /&gt;
&lt;br /&gt;
Of all the broods, [[Leto, The Seeker|Leto]] contributes by far the largest number of bound Vaurcae, often to perform agricultural and construction duties on the outskirts of the Untouched Lands. Their expendable nature and high durability mean that they can either survive the harshness of the Wasteland or be cheap enough to replace in the event they cannot.&lt;br /&gt;
&lt;br /&gt;
==K’lax in the Military==&lt;br /&gt;
The K’lax’s role in the Karszekani’s military is derived from their status as a Vassal. For the most part, the K’lax are free to do with their Warriors what they wish, only needing to send them to aid the Karszekani once explicitly requested. Despite this, several K’laxan Vaurca go further, opting to become Kataphract Hopefuls or to enlist in the Karszekani’s military proper.&lt;br /&gt;
&lt;br /&gt;
Vaurca in the Karszekani’s military often assume one of two roles. One is being soldiers, equipped with Glaives and energy weaponry, often in their own formations outside of Unathi battlegroups due to their unique physiology and tactics. &lt;br /&gt;
&lt;br /&gt;
The few warforms the K’lax possess also fall into this category, often being the centerpieces of K’lax formations. Despite being fewer in number, K’lax warforms are formidable, often appearing as hexapod behemoths with artillery pieces integrated into their biology, and steel claws adorning their legs. This makes them optimal for bombarding enemy locations whilst the Warriors surrounding act as bodyguards. &lt;br /&gt;
&lt;br /&gt;
The second position K’lax are often found in is the role of an Engineer. From simple firearms to breacher suits, K’lax mechanics work tirelessly to maintain and improve upon the technology of the Karszekani’s military. Typically these jobs are performed by Workers, with a minority of displaced Warriors taking on the trade having not found work elsewhere for one reason or another. &lt;br /&gt;
&lt;br /&gt;
==K’lax in the Navy==&lt;br /&gt;
The most notable K’laxan military achievement comes in the form of the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; fleet. A battlegroup of space-faring vessels under the Cataclysm-Class HMV Annihilation Super-Dreadnought, Captained by &#039;&#039;&#039;Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca from [[Vetju, Iron Queen|Vetju’s brood]]. This fleet is mostly held in reserve, dealing with pirate issues and occasionally jumping at [[The Lii&#039;dra|Lii’dra]] scares, mostly due to [[Vedhra, Princess of Configurations|Vedhra’s]] paranoia. &lt;br /&gt;
&lt;br /&gt;
While the K’lax Admiral is a considerable show of power, especially in the eyes of the Zo’ra, command of the fleet still falls under the Karszekan, and not the K’laxan Queens. This conflict of interests is often brought up in calls for the removal of the Admiral from the Navy structure, as it could potentially be catastrophic in the albeit unlikely event the K’lax would rebel.&lt;br /&gt;
&lt;br /&gt;
==K’lax Kataphracts==&lt;br /&gt;
The [[Izweski Nation#Feudalism|Kataphracts]] are an ancient class of warriors recently revived by &#039;&#039;&#039;Not’zar Izweski&#039;&#039;&#039;, the current Karszekan. They are hardened fighters known for keeping to a very strict Warrior’s Code of Honor, traveling to distant places in search of adventure to keep up their reputation as brave and stalwart combatants. &lt;br /&gt;
&lt;br /&gt;
In recent years, the number of K’laxan Kataphracts has been on the rise. Though these individuals are limited by the structure of the Kataphracts, being stuck in the low position of Kataphract Hopeful for what seems like infinity. K’lax hopefuls often struggle to understand the sense of honor their Sinta comrades possess, following the rules but not knowing the logic behind them without a significant amount of experience as one. &lt;br /&gt;
&lt;br /&gt;
Despite their lack of understanding, K’lax hopefuls are typically seen in a positive light by Karszekani citizens and are viewed as honorable warriors all the same. Until called upon to fight, a substantial number of hopefuls find employment in locations across the [[The Orion Spur|Orion Spur]], notably Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==The Mi’kuetz==&lt;br /&gt;
The [[Queenless#Mi’kuetz|Mi’kuetz]] are a band of Queenless Vaurca that roam the wastelands of Moghes, living a nomadic lifestyle and occasionally being hired by the Karszekani to perform jobs that Sinta cannot. They are recognized as being a part of the K’lax Hive and even maintain warm relations with them, often being sought out by scholars and archivists looking for information about Moghes. &lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz are well adapted to life in the [[The Wasteland|Wasteland]], being much more tolerant to the harsh weather and terrain than most. They have also developed large Bound lifeforms to suit their nomadic lifestyle, serving as gargantuan pack animals of sorts. &lt;br /&gt;
&lt;br /&gt;
Whilst the Mi’kuetz maintain a positive relationship with their Hive and the Izweski, they have a near hostile relationship with just about every other faction in the Wastelands, finding conflict with the [[Aut&#039;akh|Aut’akh]] in particular. &lt;br /&gt;
&lt;br /&gt;
More information about the Mi’kuetz can be found [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
==The Yiaa’mak’tzut==&lt;br /&gt;
Although not as prominent as the Mi’kuetz, part of the Yiaa diaspora can be found within the Aut’akh of Moghes. They are not recognized as part of the K’lax Hive and thus are often undocumented. The Yiaa endorse this isolation, and some hive-cells are known to act hostile towards strangers, particularly other Vaurcae. In a short span, they have become subject to various folk legends due to their eccentric behavior.&lt;br /&gt;
&lt;br /&gt;
More information about the Yiaa’mak’tzut can be found [[Queenless#Yiaa’mak’tzut|here]].&lt;br /&gt;
&lt;br /&gt;
==The Queens and Feudalism==&lt;br /&gt;
Despite their title as Queens, the place of K’lax representatives in the Izweski Karszekani’s Feudal structure is similar to that of Lords, with [[Zkaii, The Sleepwalker|High Queen Zkaii]] being the Overlord of Tret. &lt;br /&gt;
&lt;br /&gt;
Under this system, the Ta among the K’lax population are the closest analog to the Nobility that can be made. The land they ‘own’ is typically the settlements on Tret they are assigned to oversee. In the event of multiple Ta in one settlement, the area is divided amongst them. While they technically own this land, it is often treated and seen as, the Queens owning all of it and having the final say. &lt;br /&gt;
&lt;br /&gt;
Warriors of the K’lax hive often do not enjoy the same pleasures Sinta warriors do, as they are vast in number and don’t fit well into the Feudal structure. Most Sinta see K’lax warriors on par with the peasantry, alongside the workers. As of right now, there are very few guildsmen amongst the Vaurcae. This is due to the Queens preferring to trade resources with the Karszekani directly rather than buy and sell from the rest of the Galaxy. The one exception to this is a small number of merchants from Leto’s brood, as they attempt to search for historical items in exchange for goods.&lt;br /&gt;
&lt;br /&gt;
=== Ta Consulars ===&lt;br /&gt;
Breeders have recently begun to be given permission to act in an auxiliary role as Karszekani diplomats in locations where they are sent due to their status as nobility. This means that, whilst they are still primarily representatives of the K&#039;lax Hive, they may also manage and approve paperwork for the Izweski and handle other Consular affairs such as providing consultations, and assisting Karszekani citizens abroad. This announcement came with no small bit of controversy, with many Sinta denouncing the concept of allowing aliens to represent them altogether. &lt;br /&gt;
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==K’lax Citizenship==&lt;br /&gt;
Much like Unathi, K’lax are considered citizens and have the same rights and obligations, with some key differences. For both Bound and Unbound of all castes, they [[Unathi#Non-Izweski Unathi|require the consent of their Lord to travel to the greater galaxy]]. The Hive Queens are legally considered Lords of Tret, and the Tas in charge of hive-cells are considered Clan Leaders. In the case of Mi’kuetz requesting to leave Karszekani territory, the consent must come from High Queen Zkaii. The process for all Vaurcae, however, is similar in that individual Tas will raise these matters to the Queens for them to approve.&lt;br /&gt;
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Although the Mi’kuetz are tolerated within the Wastelands, for most Vaurcae traveling to Moghes or Ourea requires a special permit, often understood as a ‘work visa’, by the Unathite Clan Lord of their territory to settle. This measure was placed to contain Vaurcae in Tret, in order to prevent k’ois outbreaks in Unathi-dominated territories.&lt;br /&gt;
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Though Karszekani law technically allows for Vaurcae to become Guwan, this in practice never happens, and instead, those deemed defective by the Hive are either culled or voided with impunity.&lt;br /&gt;
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==Queens and the Government==&lt;br /&gt;
The Queens of the K’lax Hive are divided in their opinions towards their Status as a Vassal. Some are extremely positive towards the Izweski Nation and make it a point to further relations, while others are less content with being under someone that is not their High Queen, instead preferring a truly independent K’lax Hive, with no benefactors, or to at least reunite with the Zo’ra. &lt;br /&gt;
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High Queen Zkaii maintains a warm attitude towards the Karszekani, being the Overlord of Tret. Of the K’laxan Kataphracts, the largest number are from Zkaii’s brood, hoping to act as the face of the K’lax Hive to the galaxy at large. In addition to this, the concept of the Mother Dream is a topic the [[Sk&#039;akh|Sk’akh Church]] have taken note of, seeing some parallels in both religions in that Mother K’lax herself could be interpreted as Sk’akh. A small [[Vaurca Religion#Mother Dream|Mother Dream]] priesthood has developed in Zkaii’s brood as a result of this. &lt;br /&gt;
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Vetju, often seen as the opposite of Zkaii, resents the Hive’s relationship as a Vassal, despite seeing the reasoning as sound. To her, the K’lax can never prosper, and it never will under anyone’s rule but their own. To this end, Vetju holds a much more intense hatred of the Zo’ra, seeing similar issues on top of the injuries Vetju has sustained at their claws. Despite Vetju’s opinion of the vassalization, she makes no attempt to undermine it (though her spawn tends to be rather vocal about their dissent at times), and there is even a Vetju-born Admiral commanding one of the Karszekani’s fleets.&lt;br /&gt;
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Leto has, by far, the largest population of workers out of all K’lax broods, and thus most work involving hard labour, agriculture, and terraforming the Karszekani requires will be requested from Leto rather than the other broods. This has led to a positive relationship between the two, with most being able to find jobs and the Izweski getting all of the labour they could need readily. &lt;br /&gt;
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Vedhra has an outlook that can only be described as neutral when it comes to the Karszekani. This is largely due to their feverish hunting of the Lii’dra scourge, with most of the the brood’s actual contributions coming in the form of weapons research. Many Sinta find Vedhra’s spawn to be distasteful due to the excessive augmentation they often possess, and also find conflict in religion as Preimmenence can clash with Unathi faiths. Most of Vedhra’s offers to “perfect” the Unathi’s biology has been rejected by the Karszekani.&lt;br /&gt;
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[[Tupii, The Surrogate Queen|Tupii]], the newest Queen, is one of the most supportive voices behind the Vassalage. Knowing that separating from the Karszekani is currently futile, Tupii has worked with her benefactors in the hopes of revitalizing the K’lax brood. The extent Tupii’s brood can actually contribute to the Izweski is fairly limited due to their diminished size and authority, but this is gradually changing for the better.&lt;br /&gt;
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==Hephaestus Industries==&lt;br /&gt;
[[Hephaestus Industries]] has a large impact on the Karszekani Moghes, and the K’lax are no exception. The megacorporation finds keen interest in the activities of the K’lax, seeing them as relentless workers that are invaluable when it comes to cheap, hazardous labour. &lt;br /&gt;
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To that end, the K’lax and Hephaestus have made great strides in constructing a working relationship, with an Orbital Factory above Tret being constructed and operated almost entirely by Vaurca personnel, as well as swathes of Vaurcae being employed in mining and engineering jobs across parts of the galaxy Hephaestus has influence over.&lt;br /&gt;
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==Gene Clinics== &lt;br /&gt;
Constructed in 2460, the K&#039;laxan gene clinics are facilities that provide free treatment to Unathi suffering from radiation related birth-defects and other genetic afflictions. The gene clinics are situated in the nine largest cities on Moghes and were erected by the K&#039;lax Hive as part of their contribution to terraforming and restoring the former lush planet. Due to Karszekani laws surrounding land ownership and business, the facilities are run through the Tretian Medical Guild, which was established by the K&#039;lax Hive for the clinics and is completely supplied with pharmaceuticals manufactured on Tret. They are staffed primarily by Karszekani medical officials with heavy K&#039;lax oversight due to the complicated nature of their work. Since their original establishment, the number of gene clinics throughout the planet has been steadily increasing, leading to a noticeable decline in preventable deaths and an increased life expectancy in many urban areas. Despite this, they face heavy skepticism from a majority of the population, who vastly prefer to trust traditional medicinal solutions. Many of the patients within clinics are modernized urban nobility, or Sinta who have no other options left to them and wait-times for the facilities in more populated locations can be extremely long depending on the measured severity of the issue. Unathi nobles and notable guildmembers are given priority to bypass these waiting lists. &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=39411</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=39411"/>
		<updated>2026-05-19T13:42:53Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Karszekani Moghes]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Karszekani peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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Finally, a new career opportunity that has become more and more popular among Unathi pirate fleets is working as a &#039;&#039;&#039;Colonial Fleet&#039;&#039;&#039;. These are fleets (though it’s not rare for these to be made up of only a single ship) that lend their services to colonies, space stations and in some rare cases larger vessels, to protect them from hostile forces, even if these may be other Unathi pirates. Working as a [[Notable_Unathi_Colonies#Colonial_Fleets|Colonial Fleet]] differs from mere mercenary escort work, as the fleet in question finds itself often tied to the entity it’s defending, remaining with them on the long term rather than doing individual assignments and missions for various clients. While this might have some drawbacks, the benefits, aside from the expected pay, also include a base of operation (very often the place the fleet is defending) and even free lodgings there, maintenance and medical support if need be, easy and often discounted access to various supplies and goods, and finally good relationships with the entity they are defending.&lt;br /&gt;
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But beyond all of these benefits, what has been making this mark so popular is the moral aspect of it. Of all of the main paths a Unathi pirate can take, working as a Colonial Fleet is often the least morally questionable, as it often comes down to protecting generally defenceless civilians, and to do so without directly swearing fealty to any notable power. &lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Karszekani remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Karszekani. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
&lt;br /&gt;
* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
&lt;br /&gt;
The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
&lt;br /&gt;
There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
&lt;br /&gt;
Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
&lt;br /&gt;
When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
&lt;br /&gt;
Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
&lt;br /&gt;
[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
&lt;br /&gt;
The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
&lt;br /&gt;
The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
&lt;br /&gt;
One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
&lt;br /&gt;
The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
&lt;br /&gt;
Finally, the Karszekani can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Karszekani, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Karszekan, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Karszekani. These friendly ships, and even at times, fleets, are allowed to stop by Karszekani-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Karszekani, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Karszekani and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Karszekani, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Karszekani is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Karszekani&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
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=== Reformation ===&lt;br /&gt;
&lt;br /&gt;
Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
&lt;br /&gt;
Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Karszekani if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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=== Unathi Pirate Names ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
&lt;br /&gt;
==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Karszekani and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
&lt;br /&gt;
In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
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==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
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Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
&lt;br /&gt;
The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Karszekani transports and liners found themselves boarded and raided during a short period of time, until the Karszekani decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Karszekani only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
&lt;br /&gt;
However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
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Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Karszekani space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
&lt;br /&gt;
The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Karszekani or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
&lt;br /&gt;
Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
&lt;br /&gt;
After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
&lt;br /&gt;
It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
&lt;br /&gt;
As the effects of the phoron scarcity continue to spread, the many Unathi pirate fleets are some of few entities in the Spur revelling in the chaos. The majority of Unathi pirate vessels running on Warp Drives allows them to continue operating while relying as little as possible on Phoron, while the fleets of major powers find themselves bogged down in fuel shortages. This gives the fleets an occasion to spread throughout the Badlands, and even beyond, with little to no resistance, and many in Ha’zana believe this may be the prelude to the next step in the what Unathi Piracy could become, whispers of a true nation of pirates spreading across the Harrow of Fangs.&lt;br /&gt;
&lt;br /&gt;
This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
&lt;br /&gt;
This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Karszekani.&lt;br /&gt;
&lt;br /&gt;
When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Karszekanic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
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== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
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Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Karszekani and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Karszekani as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Karszekan&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
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Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Karszekani itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Karszekan himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Karszekani.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Karszekani who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Karszekan&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Karszekani launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Karszekani territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Karszekanic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Karszekan&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Karszekani Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Karszekani itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Karszekani space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Karszekani to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Karszekanic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Karszekanic colonies. The Karszekanic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Karszekani’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Karszekani’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Karszekani’s periphery, though they really became famous as Phoron shortages reached their zenith and the Karszekani couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Karszekan. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Karszekani. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=39410</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=39410"/>
		<updated>2026-05-19T13:39:39Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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=History of Unathi guilds=&lt;br /&gt;
The 1600&#039;s saw a new phenomenon develop, originating within the divided kingdoms of the former Kres&#039;ha&#039;nor Hegemony. When merchants found they could accomplish more as a group rather than through individual effort, they banded together to form &#039;&#039;&#039;guilds&#039;&#039;&#039;. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. &lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; was how most started in a particular trade, which they would follow for the rest of their lives. After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman was required to create a &amp;quot;masterpiece&amp;quot; in the presence of judges to be elevated to &#039;&#039;&#039;Master&#039;&#039;&#039; status, which would allow him to join the leadership of his guild.&lt;br /&gt;
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Guilds also built and ran the first &#039;&#039;&#039;universities&#039;&#039;&#039; on Moghes, the first known being the &#039;&#039;&#039;University of Ma&#039;ha&#039;rem&#039;&#039;&#039; which opened in 1612. Originally trade schools, they slowly expanded to become centers of learning for apprentices of every field. A doctor would have to first become a &amp;quot;Master&amp;quot; through a university to be allowed to practice his trade within towns or cities controlled by a guild of doctors, and the same for any other brand of skilled work. A Master&#039;s certificate also distinguished someone as a professional with few peers, giving their holders immense prestige and trust. A fully accredited and certified doctor on Moghes would be (and are still) known as a Master Doctor. Typically they are known as [Rank] [Craft], so you can also be a Master Weaponsmith or Master Engineer.&lt;br /&gt;
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Eventually these guilds managed to form powerful monopolies and they spread their trade and influence across Moghes. Most of the landed elite feared the growth of the guilds, who were creating a new middle-class of urban workers. That a peasant could rise to gain prestige and vast wealth with no land, titles, or martial victories under their belt was an idea bewildering and frustrating. The late 1600&#039;s and the beginning of the 1700&#039;s saw many Kingdoms across Moghes cracking down on the power of guilds, stripping them of privileges or banning craftsmen from meeting in groups. Other nations ruthlessly suppressed private enterprise. Many laws were passed that strictly limited how many members a guild could possess, as well as requiring all craftsmen to register with their local Lords before being allowed to sell any goods or services. This resulted in these kingdoms falling quickly behind their peers, and more were invaded, or if they managed to hold out while still cracking down on the guilds, destroyed during the Contact War.&lt;br /&gt;
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Guilds also developed another innovation: minting and issuing coinage. Because it was rather difficult to do large transactions with giant piles of dehydrated fish, the first Guilds in the 16th century began minting coins made of steel that would be backed by that amount of fish, similar to banknotes. They could be turned in, theoretically, at any time for an equivalent amount of salted fish. This saw Moghes begin to gravitate away from measuring wealth by fish stocks, and towards a more familiar economy, though the Fish Standard remained for quite some time.&lt;br /&gt;
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In 2465, after a recession caused by a spur-wide scarcity in Phoron which eventually collapsed into a downward economic spiral threatening to leave the Karszekani destitute, the guilds were absorbed by Hephaestus Industries as subsidiary companies after the megacorporation took on all of their debt in order to save the Karszekanic Economy. This expansion would mark a new age for guilds, one where Hephaestus now has a complete and total monopoly over the economy of the nation, under the direction of the Guildmaster Yukal T’zakal and CEO Titanius Aeson&lt;br /&gt;
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=Guilds on the SCCV Horizon=&lt;br /&gt;
Following the events of [[The Titan Rises Arc]], leading to Hephaestus&#039;s ownership of most of the guilds listed on these pages, many guild workers working with human corporations found their positions shifted, terminated or otherwise changed. Hephaestus was able to work out deals with its rivals and partners in the SCC, allowing many of the guilds that do not work in Hephaestus&#039;s main industries to subcontract with other corporations. Some chose to resign their guild positions in protest of Hephaestus&#039;s acquisition, and have since taken full positions with other megacorporations.&lt;br /&gt;
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&#039;&#039;&#039;Current guild members working in Engineering or Operations must be employed by Hephaestus Industries&#039;&#039;&#039; - working for another corporation would require resigning guild membership.&lt;br /&gt;
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Outside of these departments, guild members may work as subcontractors for any other corporation. The healers of the House of Medicine often subcontract with NanoTrasen or the PMCG&#039;s medical divisions, and the mercenaries of the Fighters&#039; Lodge have been hired by several of the latter&#039;s private military groups - with the Dagamuir Freewater Private Forces being a particularly common choice.&lt;br /&gt;
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&#039;&#039;&#039;Members of the Hearts of Industry are not permitted to work for Hephaestus, or the SCC directly. They may still work for any other corporation.&#039;&#039;&#039; A Heart of Industry working for Hephaestus or the SCC would be required to keep it secret, and if exposed would be at risk of losing their job.&lt;br /&gt;
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=Guild Founding and Operations=&lt;br /&gt;
Pre-Hephaestus expansion, Karszekanic guilds operated off of a charter system, where a group of tradesmen could request official recognition from the Karszekan as an organization which can hold members, instruct pupils, and generally work in their field. Different Karszekan, or Hegemons previously, have different requirements for what needs to be done by a group to obtain this recognition, however they have almost always used the following criteria; having a certain number of tradesmen ready to join the guild, a few thousand is normal, be of a different craft from other current guilds, and show ability to find work for your members. Due to the very interconnected nature of the Karszekani following the contact war and Hephaestus expansion, no new guilds have been made since, and are unlikely to ever be made as long as Hephaestus holds its monopoly over the remaining guilds it absorbed.&lt;br /&gt;
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==Charters==&lt;br /&gt;
Guilds operate off a charter system, with charters issued by the Karszekan. Charters establish the rules and regulations of the guild, punishments for violating these regulations, guild structure, and the limitations of the guild. Information about guild structure can be found in the Structure and Personnel section. Rules and Regulations for guilds tend to be rather simple for all the guilds, focusing on ensuring that works get done the way the guild wants it to be done, and guildsmen compensated without any issue. Interpersonal disputes are not mentioned on any guild charter, and solving them should they arise is left up to the Chapter Administrator. The biggest impact of charters is how they limit guilds. With the notable exception of Hephaestus Industries, no guild is legally allowed to work the same trade as another, meaning that guilds will hold a near monopoly over their specific trades. This has led the guild system to be very rigid, and unable to change rapidly should it be necessary. The biggest rigidity is seen in the Merchant’s Guild and their charter. Hephaestus Industries is the only guild allowed to sell goods outside the borders of the Karszekani to the rest of the wider spur. Not even now, can their subsidiaries export any goods.&lt;br /&gt;
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==Structure and Personnel==&lt;br /&gt;
Each Guild is run by a Guildmaster, a position which is usually passed down similarly to noble holdings, from Father to First son, so on and so forth; or in the case of Hephaestus, chosen by its board of directors. Children of Guildmasters will normally be at least a Chapter Administrator, so that they learn how the guild functions, and how to run it smoothly. Guildmasters are assisted by a large staff of clerks and elder guild members, who help the Guildmaster in the day to day running of the guilds. Most landed nobles are not powerful enough to directly contact a guildmaster, so if they wish to contract a guild for their trade, that communication is normally done through these Elder Guild members, who then will contact the appropriate chapter once an agreement is reached. Guildmasters will personally handle the bigger contracts a guild may receive, such as a contract from the Karszekan or one of the Overlords, or a customer in which the guild does a vast majority of its work. Once an independent title, following Hephaestus’s expansion and reorganization of the Guilds under itself, there is only one true Guildmaster within the Karszekani, Yukal T’zakal. All other Guildmasters regularly take direction from him, as he speaks with the authority of Aeson himself. Many don’t believe the propaganda that T’zakal is Aeson’s equal, but nevertheless, they listen well.&lt;br /&gt;
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Guildmaster Yukal T’zakal has elected to keep this structure in place for the time being, as all guilds now operate under the umbrella of Hephaestus Industries. He has done this to reduce the impacts of the drastic change the entire Karszekanic economy is undergoing, minimizing change to keep profits steady as he consolidates his new position. It is unclear if he will eventually change this structure to something more modern, but only time will tell.&lt;br /&gt;
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Guilds are further broken down into individual chapters, and their own Chapter Administrators. Chapters represent smaller, more focused attention to specific parts of their guilds trade, such as the sailors&#039; chapter of the warriors guild, who are experts at naval combat. The vast majority of guildsmen are in a chapter, with only those administrative staff for the Guildmaster not having a chapter. Guildsmen will usually join the chapter of their tutor from apprenticeship, as it was their primary education. Chapters are run by Chapter Administrators, who send their guildsmen around the Karszekani from their chapter halls in each city, per the instructions and deals reached by the Elder Guildsmen and Guild Master. Chapter Administrators are considered to be the Sinta in charge of making sure things actually get done within their chapter, and spend much of their time moving from city to city checking on their individual chapter halls and their work. Chapter Administrator is an elected position, with votes cast by the guildsmen of that chapter. However, Guildmasters reserve the right to discard the results of an election, and force another one, or sack their Chapter Administrators and call for another election. Sometimes, a Chapter Administrator will appoint a skilled guildsman to run a specific chapter hall, mostly in big cities where the guild gets a lot of work. These skilled guildsmen are known as the Chapter’s Fisher, as they will most likely be working an incredible amount of jobs, pulling in a large number of credits. They hold limited power to order their fellow guildsmen around, with their main job being to coordinate jobs and ensure the work gets completed.&lt;br /&gt;
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Regular Guildsmen interact daily with their specific chapter hall, represented by the number built at the time. For example, Wirers Chapter Hall 1 of Junzi Electric would be the original wirers chapter hall in the city of Skalamar. Guildsmen may be transferred to different chapter halls should more workers be needed in that city, or be called away for a guild-wide project, but this is a rare occurrence, and not the day to day work of a guildsmen. The size of the chapter will also change this, as the more specialized a chapter is, the fewer members it will have, which will inevitably cause members to be pulled away from their chapter halls to work in places where there isn’t one. The more specialized a chapter, the more of a likelihood this occurs.&lt;br /&gt;
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Apprentices are pupils under a guildsmen who has proven themselves enough to be giving the responsibility of passing on the guilds teachings to another generation. Different Sinta will have different expectations for their apprentices, and none are the same. Apprenticeships end when an apprentice proves themselves skilled enough to be considered a member of the guild to the Chapter Administrator. Noble-born Unathi or those whose Clan has been in the guild for a long time are known to be judged considerably less harshly, with “good enough” being a common theme.&lt;br /&gt;
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Lastly, guilds will often employ peasants for menial work. This could be the peasant janitor of a chapter hall, personal assistants to guildsmen who need a lot of extra hands or muscle, or any role which is too menial or dangerous for a proper guildsmen to do. Peasants will often jump at these opportunities as it may give their children an opportunity to become an apprentice for the guild, or give them the opportunity to be noticed by megacorporations, who will often hire out well-performing peasants from guilds. This work is done in addition to the obligations the peasantry has to their landed lord, and pay from the guilds is taxed at a heavy rate.&lt;br /&gt;
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=Notable Karszekanic Guilds=&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Moghes_city.png|thumb||All cities are connected by the Merchant&#039;s Guild - and by its wealth.]]&lt;br /&gt;
At one point, the Merchant’s Guild was unmistakably the most powerful of the Karszekanic guilds. In 2465 the Merchant’s Guild was the only guild not absorbed by Hephaestus Industries, instead left to wither into bankruptcy as the megacorporation consolidated its monopoly over the Karszekani. With hundreds of years of ancestry, the Razi guild had been a powerful ally to Karszekan Not’zar Izweski, who married  Guildmaster Razi’s daughter Hizoni. While the name suggested all Merchants within the Karszekani belonged to this guild, in reality, the Merchant’s guild had little interest in single shop owners or stalls, which remained nominally independent. Instead, the Merchant’s guild was primarily a transportation enterprise, purchasing goods in bulk from all around Moghes, and either selling them to further away cities and towns or to the wider spur. Having been one of the only two guilds with a charter allowing them to sell goods outside the borders of the Karszekani, they moved a sizable percentage of goods out of the Karszekani, including all of Idris’s Mohegan jewelry, and a majority of the precious metals and gems Idris uses to make other jewelry. They also used to move significant amounts of resources for other non-Hephaestus megacorporations, as they were restricted from taking goods out of the Karszekani. They also brought in a large number of regular goods for the nobility, who had the money to purchase off-world products.&lt;br /&gt;
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The scarcity hit the Merchant&#039;s Guild the hardest of any guild. Requiring a constant flow of goods and credits through Moghes for profit, the limited trade and lack of quick interstellar transport has caused a steep dive in the profits of the Guild. Eventually, they were unable to remain solvent and were forced to declare bankruptcy and dissolve. This dissolution led to the Karszekanic economy entering a downward economic spiral, as trade with the outside spur decreased dramatically. Unlike the other guilds, Hephaestus did not move to absorb the Merchant’s Guild, ensuring their monopoly over exports in the Karszekanic export focused economy. Today the Merchant’s Guild is merely remembered in two distinct ways. Some view it as almost having potentially started an economic collapse, only narrowly avoided by the invention of Hephaestus. Others see it as the last domino that fell in the steady decline of the traditional Izweski economy, its dissolution signifying the end of Karszekanic Independence from the whims of Megacorporations.&lt;br /&gt;
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Some remnants of the Merchants’ Guild persist underground, engaging in illegal trade. They have come to be known as the Silver Scales, and they have rapidly carved out a significant stake in the Karszekanic underworld. The Scales lack the power the Guild proper once had, but they have endured and persisted through its collapse, and show no signs of slowing their operations down. More information on the Silver Scales can be found [[Unathi_Crime_And_Enforcement#The_Silver_Scales|here]].&lt;br /&gt;
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==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Some sinta have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy— whether it be simply the fact other corporations had one chance and failed or a simple preference of aesthetic. Hephaestus is one of the two corporate entities still operating in the Uueoa-Esa system, following the phoron scarcity and introduction of stricter tariffs by the Karszekan. It currently also holds 1/3rd of mining rights over the moon Chantarel, as payment for their assistance in an undisclosed project, now believed to be the expansion of aquaculture patties and farms on Ouerea which is being spearheaded by Hephaestus&#039;s Karszekani department.&lt;br /&gt;
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Hephaestus currently holds an undisputed monopoly over the Izweski economy, having achieved near total control after the phoron scarcity and “saving” the economy from an uncontrollable downward spiral(while also vastly increasing its assets in every way). Being less affected by the phoron scarcity compared to the other guilds, due to their assets across the spur, Hephaestus bided its time until all the guilds besides itself were on the verge of collapse, before promising bail-outs and continued business on the condition that they become Hephaestus subsidiary companies. Now controlling every Karszekanic Guild as subsidiary companies and holding the only guild charter which allows them to export goods outside the Karszekani, Hephaestus is moving to consolidate its new position; making the Karszekani a cornerstone of its galactic structure. &lt;br /&gt;
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Before its expansion, and due to circumstances presented by the collapse of the Solarian Alliance, Hephaestus  moved nearly all of its resource extraction to the Karszekani, as previously it was centered in the Solarian Outer Ring, which had become the home of anarchy and warlordism. This resulted in an explosion of Unathi working under Hephaestus Industries, as they raced to replace the workforces lost to the Wildlands. Hephaestus primarily mines on asteroids within Karszekani space, as many lords view them to be a dangerous group of Xenos and refuse to lease their lands. However, since their expansion, Hephaestus has been moving more and more operations into the Karszekani, where their complete and total domination over the economy makes these operations cheaper to run, and removes the potential for the disruption that was seen in the Industrial Reclamation Mandate.&lt;br /&gt;
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The expansion of Hephaestus was a masterwork in planning, timing, and patience. After having been let in the door following NanoTrasen’s exit, Hephaestus(partly by accident) did not repeat the mistakes it’s predecessor made trying to rapidly assert it’s monopoly over the small nation, instead biding it’s time, slowly working its way into an advantageous position from where it could enact its plan. Both within the halls of power and within the public perception, Hephaestus slowly pushed itself to become more and more accepted by the Unathi, until they were as Karszekanic as Not’zar. When the Karszekanic Economy was entering a downward spiral in 2465, and Hephaestus was the only guild assured to remain solvent, they approached the other Karszekanic Guilds with a veiled deal; accept an offer to become a Hephaestus Subsidiary and have debt paid off, bankruptcy averted, or wither as the megacorporation consolidated the others, and eventually be forced into dissolution. The stark contrast of this choice left little option for the rest of the guilds, so all who were offered it accepted Hephaestus’s offer. It is unknown if without the scarcity Hephaestus would have ever been able to become the monopoly it is now, as the scarcity was the main reason for the significant weakening of the guilds. However, knowing the corporation, they would have found a way, even if it was messier in the end. Hephaestus now uses its newfound subsidiaries to increase its own profits, getting resources, propaganda, and all manner of industries from them for a fraction of what it might cost, while maintaining enough distance to keep the traditionalists of the Karszekani from calling it alien interference. By this expansion, Hephaestus has become a powerful megacorporation in a way very few others, besides perhaps NanoTrasen can claim; they now effectively control a state, though the state may not realize it.&lt;br /&gt;
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While the vast majority of Hephaestus’s manufacturing still takes place within the Solarian Middle Ring world of [[New Hai Phong]], where it will most likely remain, [[Tret]] has seen itself become a large secondary manufacturing center for the megacorporation, as cheap labor and it’s proximity to resources make it ideal for labor-intensive factory work. Tret&#039;s “all-factories” that work closely with Hephaestus are primarily tasked with producing small, easy to pack consumer goods or further refining materials from raw resources, as distances to consumer bases make mass production of bigger goods too expensive. The [[Tret#Neutron_Forge | Neutron Forge]] in orbit of the planet is also one of Hephaestus’s biggest accomplishments despite its cost, managing to produce nearly a large percentage of the spur’s plasteel and borosilicate glass, materials that are normally unable to be mass produced.&lt;br /&gt;
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Hephaestus also has many irregularities within its Guild Charter. While its interactions with the Guild System themselves are the topic of an entire subsection to their entry, the charter itself is also one of a kind. The charter only applies to Hephaestus workers within the Karszekani, and to upper management such as the Board of Directors and CEO. Hephaestus’s Charter states that the position of guildmaster is an elected one, with every member of the board of directors getting one vote. The position is not, however, synonymous with being the CEO of the corporation. This means that should the board of directors choose, they could elect a guildmaster separate from the CEO of Hephaestus, the consequences of which are uncertain. Hephaestus’s rules and regulations per their charter also forbids attempts at unionization or worker collectivization, stating that they are grounds for expulsion from the guild. Lastly, Hephaestus has no limitations on trades it can pursue forced upon it in its charter, as every other guild does.&lt;br /&gt;
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===Hephaestus and the Guild System===&lt;br /&gt;
As a human owned and operated megacorporation, Hephaestus was never intended to integrate through the archaic guild system, and their attempts to emulate guilds, while limitedly successful, have created a bureaucratic nightmare of corporate management. With Aeson himself as the Hephaestus Guildmaster, and spanning a massive amount of different industries within the Karszekani, when Hephaestus attempted to integrate the chapter system into their operation, they neglected the role of Elder guildsmen in securing contracts and work for guild, instead setting up a small staff of primarily humans to manage the corporate sector. Issues arose almost immediately, as the limited staff were flooded with contract requests, and being primarily human, were poorly equipped to negotiate with Unathi. In addition, Hephaestus set up chapters by city rather than trade, meaning on several occasions a chapter would be contracted for work in their city, only to realize that they did not have the specialty required for the job. Every company employee was also considered a guildsmen, meaning chapter administrators had to manage several different types of trade, with no management below them.&lt;br /&gt;
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Attempts to fix these issues only made the situation worse, with many managers being blamed for the outbreak of rebellion on the colonial world of Ouerea, or accused of extreme negligence. An increasingly annoyed Aeson weighed heavily on Hephaestus&#039; management for the Karszekani. Quotas were falling short, the expansion of the company was becoming an ever increasing credit hole, assets were being attacked by rioters and rebels on Ouerea, and profits remained non-existent. The final straw was the company losing a contract with &#039;&#039;&#039;Lord Mizao&#039;&#039;&#039; of Jiz&#039;zart for the construction of several new high-end chemical refineries on his lands, due to an inability to get workers there for construction. Aeson reacted by transferring all Hephaestus management within the Karszekani to other posts, and appointed &#039;&#039;&#039;Yukal T’zakal&#039;&#039;&#039; a respected Unathi chief engineer who had been working in the shipyards of Ceres to the new position of &#039;&#039;&#039;Karszekanic Sector Administrator&#039;&#039;&#039;. T’zakal would prove to be an apt administrator, understanding the intricacies of feudal governance and Unathi ways better than any human could. He slashed the bloated bureaucracy Hephaestus had become known for within the Karszekani, streamlining the process around himself and a handful of other seasoned Hephaestus workers. While this means his hours are long and responsibilities high, T’zakal sees this as an improvement for the company, and a burden he can bear.&lt;br /&gt;
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Today, Hephaestus within the Karszekani still bears the scars of its introduction to the guild system. While T’zakal has greatly improved the productivity of the Karszekanic assets, he has done so by basically throwing out the chapter system, and instead shuttling around employees as chapters need them. Chapters are still symbolically in every city, but very few Hephaestus employees will remain at the same chapter hall for longer than the duration of their work. This has resulted in those Hephaestus employees who have worked in the Karszekani to not spend much time at home, and primarily have a family within the company, leading to higher levels of the “corporate culture” Hephaestus is known for. Feelings similar to nationalism towards the company have arisen from this workforce, and some of the most loyal Hephaestus workers have come from within the Karszekani. Many more however, have failed in this environment, and been transferred out, wanting to settle down in one place for longer than a few months.&lt;br /&gt;
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Eventually Hephaestus would take advantage of the irregularities within its Guild Charter, appointed T’zakal to the position of Guildmaster in order to give the appearance that its massive expansion was not an alien take-over of the Karszekanic economy, instead just another Unathi ascending to power. While this appearance has held up, and Aeson and T’zakal appear to be of one mind on most issues, the majority of real power over the company’s operations still lies with the CEO - despite Hephaestus heralding T’zakal as holding equal authority. Though its salvation of the Karszekanic Economy, even if for personal gain, has only increased the nationalistic feelings for the megacorporation felt by its Sinta employees, who now see it as a pillar of the Karszekani itself.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
	Hephaestus Industries holdings within the Karszekani encompass more than the rest of the guilds combined, using surface area as a measurement. While their training facilities, schools, factories, refineries, oil derricks, orbital shipyards, the Neutron Forge in orbit of Tret, chapter halls, and offices total up to a large amount of land owned or rented by Hephaestus, it is a tiny fraction of their holdings within the Karszekani. The vast majority of Hephaestus&#039;s holdings is in space, on asteroids set aside for mining, and the moon of Chantrell, where it holds 1/3rd of the entire surface of the moon to be used for mining operations. Hephaestus extracts more from these holdings then they do anywhere else in the spur, with billions of tons mined every month, before being packaged and shipped across the spur to factories in far away lands, or refined further within the Karszekani.&lt;br /&gt;
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====Korgak Mining Outpost====&lt;br /&gt;
Located in the Karszekanic frontier, Korgak is a barren planet that orbits a small red dwarf. As the result of some unknown event, the planet has several system sized rings worth of asteroids and other space rocks within its orbit, stretching from the atmosphere to about a light year away. These asteroids and other orbiting debris range in size from pebbles to small moons, and are dense in mineable minerals. Upon discovering the planet Hephaestus almost immediately set up a mining outpost, both on the surface and within orbit, intent on extracting the easy to get to wealth.&lt;br /&gt;
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The outpost today is undergoing massive expansion, as Hephaestus moves nearly all of its resource extraction to the Karszekani in the wake of the Solarian Collapse. Working at the outpost is not without danger, as miners and other pilots must weave their way in between debris in order to land on the surface, or make it to the station in orbit. The lack of atmosphere and meteor showers also means much of the outpost is constructed deep underground, where no natural light can reach. Managing the mental health of employees working at the site is a constant challenge, one even Hephaestus struggles with. Still, the amount of minerals and their new found importance ensures good pay for the workers, and many flock to apply for every open position as the outpost expands. However due to the mental strain of working on the Outpost, Hephaestus has taken to hiring a larger than average percent of K’lax Vaurca to work there, their cultural and mental attitudes making them a better choice for long periods of time underground. There have been minor clashes as a result of this however, as many non-vaurca workers at the Outpost resent their strange new coworkers.&lt;br /&gt;
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====Neutron Forge====&lt;br /&gt;
Once used on Sedantis by the K&#039;lax Hive to supply resources to the entire planet, the Neutron Forge is a technologically advanced refinery capable of disassembling phoron and reconstructing it on a molecular level into other objects; material laying and hardened atomic weaving result in a stronger end-product than other methods. Despite hard times during the scarcity, it is one of the main holdings of Hephaestus Industries and the K&#039;lax Hive within the Uueoa-Esa system, and has taken over production of nearly a fifth of the Spur&#039;s plasteel and borosilicate glass since its opening in 2461. It is currently in orbit above [[Tret#Neutron_Forge | Tret]] where more can be read about its function..&lt;br /&gt;
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===Hegeranzi Starworks===&lt;br /&gt;
[[File:Replacement_Image.png|200px|thumb|right|An abstract painting of Hegeranzi Starworks with Omgolo in the background. It currently resides at the Hephaestus Branch office in Skalamar.]]&lt;br /&gt;
The Hegeranzi Starworks is a massive orbital station and shipyard near Omgolo, a large gas giant on the edge of the Uueoa-Esa system. Despite being a Hephaestus Subsidiary, it is the only primarily Unathi run shipyard in the spur, though K’laxan Vaurca are also present in large numbers. Hephaestus has been under fire for this workplace make-up, as critics imply the few humans working in the starworks is due to its horrid workplace safety record, and that Hephaestus would rather risk the lives of “lesser” species. Its main products are Civilian ship hulls, which dwarfs anything else produced at the starworks by two orders of magnitude, Weaponry, and Ship Components. It is an extremely rare occurrence for anyone other than the Karszekani, and the Merchant’s Guild to be allowed purchase of their high-end products or military hulls. Outsiders however are more than welcome to purchase civilian vessels, have repairs done, refit hulls, or store vessels at the starworks.&lt;br /&gt;
Born out of a prominent clan in the shipwrights guild, clan Hezin was the first group to complete an Unathi-adapted Space Ship Hull for the Karszekani, and received a large grant to build a shipyard within the Uueoa-Esa System. Hephaestus Industries was contracted to assist in the construction of the facility, largely due to the Unathi’s lack of experience with station construction at the time. Hephaestus agreed to assist in construction for a relatively minor fee, a surprise to most observers. As the years went on, and the Karszekani’s demands for vessels increased, the Starworks could not keep up with production, being relatively new to the industry and Hephaestus refusing all contracts to assist the starworks in learning the ropes. Eventually, after its ascension to a Karszekanic Guild, Hephaestus would outright purchase the starworks in a deal, incorporating it as a subsidiary company. The subsidiary was set up to be run by the Hezin Clan who formerly led the guild, with all high-executive positions being filled by clan members. While Hephaestus Industries itself generally flondered attempting to incorporate the Guild System, the starworks remained a bright beacon of hope and prosperity for the company within the Karszekani; massively expanding under the leadership of the Hezin clan as contracts became more and more common, until it became the primary shipyard for Hephaestus Industries within the badlands. It is now regarded as one of the largest shipyards in the Spur, behind only the Ceres Shipyards and those in the Nralakk Federation.&lt;br /&gt;
Much of the success of the starworks can be attributed to the invention of the Hezin platform. Originally thought of by Guildmaster, now CEO, Sarutizn Hezin, these platforms are designed to move freely throughout space surrounding the shipyard stations, allowing for much easier construction and repairs compared to conventional shipyards. None of these platforms were constructed until the acquisition of the Starworks by Hephaestus Industries, after which they became the staple of the shipyard. However, Hezin platforms are notoriously dangerous for workers, as the freely moving slabs of plasteel are a pain to control, coordinate, and remain on. Construction sites orbit the stations, and have been known to crush workers on the platforms, or cause them to fly off into space where rescue can be difficult. As a whole, the starworks is considered the second most dangerous workplace in Hephaestus and its subsidiaries for the average worker, with only the volcanic moon of [[Jupiter#Io | Io]] being more dangerous. Those Sinta who leave for brighter pastures tend to fall into two groups; Sinta who believe that while the work was dangerous, the pay made up for the risks, and Sinta who believe that the Starworks is nothing more than a meat grinder with uncaring management. The latter will normally end up being fired from Hephaestus or leave themselves, going to work for other megacorporations who value their experience such as Zavodskoi. &lt;br /&gt;
Primarily focused on the production of civilian hulls and industrial ships such as mining vessels and freighters; the starworks ships are used throughout the spur by all types of companies, guilds, and nations. The Merchant’s guild uses ships built in the starworks for nearly all its business, and post-collapse, many of Hephaetsus’s haulers, freighters, and other industrial ships are produced at the starworks. Nanotrasen also purchases many hulls for the transport of raw materials off of Adhomai, and throughout the badlands. It is not an overstatement to say that the Starworks is in the process of becoming a cornerstone of galactic trade, as their vessels are starting to be found from Qerrbalak to Xanu Prime. Though, they are definitely not without [[Zavodskoi_Interstellar#Zhurong_Imperial_Shipbuilding | competition.]]&lt;br /&gt;
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===Controversy===&lt;br /&gt;
Many within the Karszekani see Hephaestus Industries as an alien corporation who should never have been given a guild charter, especially the very generous one it currently holds. Hephaestus’s struggles with the guild system did not help its reputation, as many nobles and their lands began to view the company as bureaucratic and indirect, therefore prone to dishonesty in dealings. This reputation combined with Hephaestus’s focus on labor-intensive, low-skill industries and poor workplace safety within the Hegemony has led many to view the company as deceitful exploiters, who want nothing more than to squeeze the Hegemony dry. Nowhere is this view more pronounced than with Overlord Azui Hutay&#039;zai, Master of Rivers for the Karszekani. Hutay&#039;zai has done nearly everything in his power to curtail the rise of Hephaestus Industries within the Karszekani, but is still many times forced into concessions by the corporation. This has become more common, as many guilds struggle to complete work orders as the phoron scarcity and new taxes force lay-offs and constrictions. In the end, Hutay’zai could not stop the ascension of Hephaestus to the monopoly it now holds within the Karszekani, having to concede to the corporation or face the utter destruction of the Karszekanic Economy. Still, a hotbed of resentment remains within the Karszekani about the corporation, and the future is unclear as to what it will breed.&lt;br /&gt;
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==Miners Guild==&lt;br /&gt;
Before first contact and the subsequent contact war decades later, the mining guilds were incredibly spread out, with more guilds dedicated to mining than any other industry. Modern day scholars don’t believe that this is due to there having been a constant amount of mining work done in the Karszekani’s past, but more due to distances and speciality between the guilds. When they eventually conglomerated as all the other guilds did, they found themselves with the 3rd most guildsmen in the Karszekani, and as human megacorporations were eager for the resources Moghes could offer them, a vast market for their expertise. They would grow to become a very influential guild until the creation of Hephaestus’s Industries guild charter.&lt;br /&gt;
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The introduction of Hephaestus into the Karszekanic economy as a full guild significantly weakened the miners guilds, as Hephaestus’s more advanced technology and ease of mining throughout space gave them a significant edge in extraction. The mining guild only held onto their position, and most of their workers, due to Hephaetsus’s incompetence integrating into the Guild system. This grace-period where Hephaestus’ was floundering gave the miners guild the time it needed to shore itself up, and strike long term deals with many Karszekanic Lords, most notably, Azui Hutay’zai. These deals will continue for decades to come, even after the expansion of Hephaestus. More traditional lords will often also contract the miners guild on their lands rather than Hephaestus Industries directly, seeing the miners guild as a better option, being based on Moghes and fully Sinta despite the fact the Miner’s guild now operates as a subsidiary of Hephaestus.&lt;br /&gt;
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The scarcity caused a litany of issues for the miners guild, primarily the statements by all megacorporations bar Orion Express and Hephaestus Industries that they will no longer do business within the Karszekani, or with Karszekanic Guilds. While many other corporations, guilds, and third-parties such as nationstates still had a demand for the miners guilds resources, they still battled a significant shortage of contracts compared to pre-scarcity. The miners guild had always paid its members in wages, with extra commissions added on for reaching quotas in the amount mined by a guildsmen. This pay system and now a lack of funds has resulted in unprecedented “lay-offs” where in order to stay legal, the guild had to cut many of their guildsmen as they could not ensure they would have a steady stream of work for them to do. Hephaestus Industries  snatched up many of these skilled workers for themselves, taking the best and promising them pay above what the mining guild can offer. On the other hand however, Hephaestus seems to be working harder than the guild itself to keep it afloat, buying massive stocks of ore and other resources from the miners guild. Experts attributed this to the fact Hephaestus was still expanding its operations within the Karszekani and had not yet reached a point where they could comfortably mine the materials they needed themselves. So, the miners guild provided much needed resources to Hephaestus, and Hephaestus provided contracts and work for the miners guild, keeping it afloat. Once these purchases stopped suddenly during 2465, the extent of Hephaestus’s plan was revealed. By forcing the Miner’s Guild to rely on them, once all the pieces were in place for their acquisition of the Karszekanic Guilds, Hephaestus could cease the contracts and present the miners guild with a choice; join them, or wither before being forced to dissolve. &lt;br /&gt;
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Besides its mining operations, the Miner’s Guild after becoming a Hephaestus subsidiary has seen itself become a school of sorts. They have opened themselves up to the peasantry, and those who wish to become Hephaestus miners normally start as members of the Miner’s Guild, being educated by them before then being passed to Hephaestus itself for work. Many still remain within the Miner’s Guild forging their own paths that may take them anywhere, but for the best and the brightest, Hephaestus offers much above what the Guild can pay, as well as abundant opportunities across the spur. Still, these pupils never forget those who educated them and will always hold the Miner’s Guild in their hearts.&lt;br /&gt;
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The miners guild has its guildhall located in the City of Kutah, just outside the T’za prairie. It’s proximity to the mineral rich mountains to the north and wasteland of the torn cities to the south makes it a perfect place for their center of operations. It is a grandiose structure, built a decade after first contact with the contracted help of the Qerr&#039;Zolvq Industries. With three spires on the points of a triangular base, it takes up much of the city center, a shining steel towering over the rest of the city. It is the third largest structure on Moghes. Unlike other guilds, the miners guild has very few chapter halls scattered across Moghes, only using the guildhalls of previous mining guilds who were absorbed following first contact as chapter halls. Those cities or towns that do have a miners guild chapter hall will be situated closely to mines, and most likely have mining as a primary industry. The guildhall is the residence of Guildmaster Gortuz Sekieyz, one of the youngest Guildmasters within the Karszekani. His father Runtuz oversaw the merging of the disparate mining guilds into their current form, before resigning a year prior to his death in 2461. The young guildmaster still rides the successes of his father, and has had to do very little to keep the guild afloat. However, his reputation is that of a hotheaded spoiled child, generally unfit for the position, which was proved in 2465 when Runtuz almost picked the dissolution of the guild over it’s continuation as a Hephaestus subsidiary, before relenting in the face of the senior guild members who pressured him into accepting. &lt;br /&gt;
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While being the 3rd largest guild in terms of members, the miners guild also employs a large number of non-guild peasant workers. Unlike Guildsmen who are paid fairly on a salaried system,  these workers are used as poorly compensated menial laborers working under the guild structure in mines where a large amount of manpower is needed, or where chance of injury is incredibly high; causing peasants working for the miners guild to have one of the highest rates of injury in any workplace within the Karszekani. These peasants are also sometimes criminals, sentenced to forced labor for crimes committed on any lord&#039;s land, though this has become less common as forced laborers are instead sent to the Fishermen’s League to work on the planet of Ouerea.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
====Kutah Extraction Center====&lt;br /&gt;
[[File:Replacement_Image.png|thumb|right|A picture of the land that would become the Kutah Extraction Center from a ridge above it.]]&lt;br /&gt;
A very bureaucratic name, the Kutah Extraction Center is a massive open pit mine located just north of the City of Kutah within the mountain range. It is one of the largest mines in the spur, and digs up a considerable portion of the Karszekani&#039;s exported heavy metals, such as lead, chromium, and thallium, as well as radioactive elements like Uranium. It is considered an enjoyable place to work, with a week on week off schedule for guildsmen, and the city of Kutah a quick train ride away. Many guildsmen have taken to riding trains hauling ore back to the city, and it has become something of a joke within the community of workers assigned to the mine; new members are dared to ride holding onto the edge of a ore car for the several hundred mile journey. The Extraction Center is famous across the spur for having some of the only naturally occurring steel found, veins of the alloy appearing deep within the pit. Modern day scientists believe at one point the mine sat on an active volcano, whose temperatures alloyed carbon and iron into steel millions of years ago.&lt;br /&gt;
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====Tak Gemstone Mine====&lt;br /&gt;
Located just north of the Torn Cities, the Tak Gemstone mine is the miners guild&#039;s most dangerous worksite, both in terms of job-specific threats and those that come from being located in the wasteland. Raids from Gawgaryn are common, and radiation pervades through everything not lined with lead. For this reason most of the workers at the Tak Gemstone mine are peasants hired by the Guild, with minimal guildsmen overseers. Conditions for the peasants are terrible, with virtually no safety equipment distributed to them, and housing being open barracks. However the precious gems the guild pulls out of the sandblasted mines make the whole endeavor worth it in their eyes, credits more than making up for the lost lives and dangers.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Gemstone Cutters====&lt;br /&gt;
While not the largest chapter within the Miners Guild, the gemstone cutters are one of the most influential due to the amount of credits they produce for their parent guild. While they work all of Moghes, their most famous area of operations is the Tak Gemstone mine, located in the wasteland just North of the torn cities. The Gemstone Cutters pull hundreds of tons of emeralds, rubies, diamonds and other precious gems from their mines every month, which are then sold to every corner of the spur. Primarily, they are purchased by Idris Incorporated or their subsidiary Caishen Jewellers via the Merchant’s Guild, before being transported to other markets or made into high-end jewelry. &lt;br /&gt;
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====Stonemasons====&lt;br /&gt;
The stonemasons chapter of the miners guild are experts in cutting and moving chunks of all types of stones from quarries around Moghes, before taking them to be further cut and making them into any number of items; from walls to tables and benches. The weight of stone bricks and Moghes’s position within the spur, combined with the fact quarrying can occur on most planets has resulted in the Stonemasons chapter rarely interacting with outside entities, only sometimes exporting finished tables, countertops, or other cut stone products to the wider spur. Nearly all of their quarried material remains within the Karszekani, where it is used to build castles, other government buildings, and even sometimes regular homes, in more traditional areas of the planet. The Stonemasons employ a large number of peasants to assist them, as moving massive chunks of quarried stone requires concentrated effort from dozens of Sinta.&lt;br /&gt;
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====Metal Miners====&lt;br /&gt;
Mining the most of any Miners Guild Chapters, the Metal Miners specialize in extracting any type of metal from the earth, whether it be radioactive Uranium or regular Iron and Copper. Most of their haul is exported outside the borders of the Karszekani, with some first being refined before exportation. Their most famous worksite is the Kutah Extraction Center, but they have mines scattered all across the surface of Moghes. Due to technological limitations however, they do not mine much in space, unlike their competitors in Hephaestus Industries.&lt;br /&gt;
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==The Construction Coalition==&lt;br /&gt;
When it comes to the construction guild of the Karszekani, no word describes it better than coalition. While other guilds merged into large single organizations, the construction guilds located in every city of Moghes did not. Instead, they opted to form a loose democratic esque federation, still headed by a guildmaster, but with significant power granted to chapters and their chapter administrators. Because of this, the Construction Federations Guild charter is one of the most unique within the Karszekani. Originally denied by Hegemon S’kresti, when Not’zar became Lord-Regent, he approved the Guild’s charter, the first ever of its kind.&lt;br /&gt;
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While most other guilds have their guildmaster position as a title which is passed down similarly to lands, the construction coalition does not. Instead, the position of guildmaster is an elected one, with every chapter administrator getting a vote. In total there are 34 chapter administrators across Moghes, and their positions differ from most others in that it is an inherited title, one that the guildmaster cannot remove without the consensus of all other chapter administrators. In the event of a tie for any vote, the vote is redone until a majority is reached. The current Guildmaster of the construction coalition is Turiz Gurnitiza, who has been leading the guild for the past 15 years. His tenure as guildmaster has been a prosperous time for the guild, where in the aftermath of the contact war much of Moghes needed to be rebuilt, and the construction guild was there every step of the journey, rebuilding the decimated territories of the Karszekani. While Hephaestus also had a hand in this rebuilding effort, due to the company floundering until recently, a vast majority of projects were handled by the Construction Coalition. While this has given the construction guild significant income, the labor intensive building and scope of their operations has resulted in them not truly becoming rich, as much of their wealth goes directly back into the millions of workers under their employ. &lt;br /&gt;
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The runner up in number of guildsmen throughout the Karszekani, the construction guild had so many members underneath its banner that before becoming a Hephaestus subsidiary, without taking hundreds of jobs a month, the guild would not have enough credits to pay its members. In a strange turn of events then, after being reorganized as a subsidiary, the Construction Coalition has begun to turn its reputation around. With the backing of Hephaestus, the Coalition has been able to properly pay its guildsmen for the work they complete, allowing more time for jobs to be completed. This has resulted in a pressure to complete jobs by an unreasonable deadline being removed from the Chapter Administrator’s shoulders, and slowly the quality of work done by the construction coalition has been going up. Extra funds for training has also contributed to this, but mainly, it is that they no longer truly need to worry about ensuring all guildsmen are paid. Originally competing with Hephaestus Industries, the construction coalition and its bulk forced Hephaestus to take specialized contracts that require more technological aptitude and training, while they stick with plentiful, basic contracts that do not need the same degree of skill. Since their incorporation as a subsidiary however, both have found that this system works rather well, and have continued with their good natured rivarily. Though not unlike the Miner’s Guild, the Construction Coalition finds itself slowly shifting into a teaching role, where it instructs new engineers and specialists, before they go on to work for Hephaestus directly.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
Being a guild which builds things, the Construction Coalition has no notable holdings of its own, and very few holdings in general. Their holdings are limited to scattered warehouses and administrative centers across Moghes, not really in one place.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Builders of Nations====&lt;br /&gt;
The Builders of Nations is a very aloof sounding title to one of the most simple chapters within the Construction Coalition. As surely as Sinta require food, they need housing, and the Builders of Nations construct housing. The biggest chapter of the Coalition, they suffer the most from the results of their size, cutting corners to finish contracts early and ensure there is enough to pay its members. Shoddy workmanship has become the norm for the Builders, and it’s unclear if any of their structures will stay standing more then a few decades without maintenance. Still, a constant need for housing on post contact war Moghes ensures that the contracts keep coming, despite the reputation the chapter is gaining.&lt;br /&gt;
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====Castle Constructors====&lt;br /&gt;
The polar opposite of the Builders of Nations, the Castle Constructors build the homes of the Karszekani&#039;s Nobility, and do it well. With fewer contracts to keep up with, the Constructors have no need to cut corners to finish by deadlines and can merely extend the work if need be. It also helps that their contracts are lucrative, being paid top dollar by those in the Karszekani who can afford the best. In more recent times as the demand for seats of power has lessened, the Constructors have turned to helping the Karszekani project power; constructing military bases, outposts, and all the buildings an army needs to function with the same level of skill they applied to castles. They can be found aside Kataphracts or Watchmen putting up barricades or walls, and are responsible for most of the fortifications built since Not&#039;zars ascendancy to Regent, then Karszekan.&lt;br /&gt;
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==Junzi Electric==&lt;br /&gt;
Founded by the Junzi clan under the Second Hegemony, Junzi Electric is the oldest current guild still in existence. Dating back more than 400 years, it has remained a constant throughout the turbulent history of the Unathi species. While much of its history was lost in the fires of the contact war, the farthest back evidence of its existence dates to 1934, when the Junzi Clan was asked by the ruling Hegemon Azyi Sarakus to assist in his great endeavor by managing the construction of coal power plants around the Skalamar area, and hydroelectric dams within the Tza Prairie. It is debated by modern day historians if the Junzi managed a guild at this time, or were just landed nobility, as the guilds were repressed by the Sarakus. Several other records have been found from that period, contracting the Junzi Clan, sometimes referred to as Junzi Electric, to construct and lease further power plants across Moghes. The first real document that has been found in recent years referencing Junzi Electric is a decree from the Izweski clan, signed shortly after the ceasefire that ended the war with the Honored Alliance. It stated that the Izweski would continue to recognize and work with Junzi Electric as the primary electrical provider within their lands, leasing a majority of power plants to them as part of their reforms to empower the guilds. Since then, Junzi Electric has been definitely present within the Karszekani, supplying the ever increasing demand for electricity as the Karszekani advanced. By the time of first contact, it was Junzi Electric who ran and oversaw the first of the fusion generators constructed on Moghes, and the first power plants installed into Karszekanic Vessels. Today they hold a deathgrip monopoly over electricity within the Karszekani, running nearly all power plants, and holding the knowledge of how to distribute it close to their chests.&lt;br /&gt;
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The current guildmaster of Junzi Electric is the hot-headed Rakul Junzi, but he is guildmaster in name only. Never having worked with the guild, and only having the position due to his inheritance, the decision maker for Junzi Electric is a senior guildsmen, Takon Eduruk. Born a peasant, Takon worked his way up through the guild hierarchy through hard work and some guile, becoming a trusted assistant of the former guildmaster, Rakul’s father, in the early 2450s. Though Takon was never seen as a true leader, following the death of the former guildmaster and Rakul inheriting the position, Takon used the young guildmasters inexperience as a weapon against him, and with the help of many chapter administrators, fearful of losing profits or their positions, managed to center decision making power within the guild around himself and several other senior guild members. While much of the nobility gag at the thought of a peasant having as much power as Takon, Junzi Electrics position within the Karszekani makes them a necessary partner for most lords, even the more traditionalist. The cover for this open secret is that Takon is simply another trusted advisor to Rakul, as he was for Rakul’s father, however, when push comes to shove, Takon can do what he likes with the Guild, and Rakul can only fume.&lt;br /&gt;
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Junzi Electric holds a monopoly as the primary electricity provider for Moghes, from the plants, to distribution, to the wiring in a house. Due to the massive scale that power generation entails, chapter administrators are given significantly more freedom to find work for themselves than with other guilds, essentially each administrator running his own chapter with minimal input from the guild. Even further down, the Fishers for each chapter halls are given significant power within their own cities, able to freely negotiate work with other guilds, or the inhabitants of the city. This means that a Halls Fisher is free to price electricity as he likes, manage his own power grid, and ensure that power is brought to the people within his city. The Guild instead focuses on the Karszekani-wide power grid, managing the plants, constructing new generators, and ensuring power flows across the lands to where it is needed. This has led to a divide within the guild, where chapters based within cities or areas and focused more on the minutia differentiate themselves from those who work closer with the guild administration, managing the larger power-grid. Many have taken to calling this divide the “city-guild split” referring to a chapter as a city chapter or a guild chapter depending on their specialization. No matter which chapter a guildsmen falls into though, each is paid on a salary system, earning credits for the total amount of hours worked bi-monthly, with minimal yearly bonuses.&lt;br /&gt;
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The scarcity has barely impacted Junzi Electric, surprisingly. This is attributed to the more primitive means of electricity production, unlike most highly developed cities and planets, Moghes has no Phoron Fusion plants to be impacted by the scarcity, instead relying on the less technologically advanced fission, or fusion plants. Junzi Electric even still has many coal fired power plants in operation around Moghes. This near zero impact has been a blessing to the Karszekani, currently struggling with many other issues resulting from the scarcity. Takon Eduruk is not blind to the fact the scarcity could have been a massive issue for Junzi Electric, and so has since thrown much of the guild&#039;s credits into ensuring a reliable power grid in the event of any scarcity affecting the spur. One part of this effort is his attempts to give guildsmen more experience in electrical matters, striking deals with both Hephaestus Industries and Zavodskoi Interstellar to contract his guildsmen out to them for work outside of the Karszekani. These guildsmen can belong to any chapter, and tend to work as engineers for their temporary mega corporate bosses. Until, eventually, they became their permanent mega corporate bosses.&lt;br /&gt;
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Junzi Electric, the oldest guild in existence, had finally fallen to another. Now a subsidiary to Hephaestus Industries, Junzi Electric found itself in a strange position. They had a monopoly over something that not even their parent company did on Moghes, and yet relied on them to bail them out of a rapidly deteriorating situation only because they could no longer transport the fuels needed for their power plants. So, unlike the rest of the Guilds, Junzi Electric barely even noticed the shift from independence to becoming a subsidiary, the only real difference for the guild being access to more funds to further fortify the Karszekanic power grid, making it into a reliable and effective system. Hephaestus has not yet had the time to truly utilize Junzi Electric, and only time will tell if they can find a way to do so.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
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====Skalamar&#039;s Light Bulb====&lt;br /&gt;
A name coined by Unathi peasants shortly after its construction, Skalamar&#039;s lightbulb is a set of fusion power plants constructed shortly after first contact in close proximity to one another which provide power to the capital. They were constructed with the help of outsiders from the Solarian Alliance and Nrralakk Federation, but have since been run by the guildsmen of Junzi Electric. While not as advanced as the Phoron Fusion plants used by much of the spur, the Karszekani’s relative lack of power consumption has made them reliable and sufficient power generators. They have run without significant incident since their construction, the only scare being during the contact war where they were shut down as atomic fire bathed the planet. Today they still provide power to the capital of the Karszekani, and are seen as a choice assignment for any Guildsmen within Junzi Electric, overseen from the Fusion Controllers Chapter Hall 1.&lt;br /&gt;
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====Oket&#039;s Remains====&lt;br /&gt;
Named after the now destroyed city of Oket, Oket&#039;s Remains is a fission power plant that was in between Razir and the now destroyed city. It was damaged during the contact war, and has since been constantly repaired in order to ensure it remains operational. It provides much of the power used in Razir, as well as portions of the power used in the cities of Jaz&#039;zirt and Teht; Junzi Electric calculated that replacing it and all the powerlines for those three cities would be more expensive than simply constantly repairing the plant. However, as a result of these constant repairs, the plant is notoriously unstable, prone to swings in reactivity and temperature. It is unclear if one day the plant may have a melt down, and spread the wasteland even further.&lt;br /&gt;
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====Ura Dam====&lt;br /&gt;
Located in a pass just to the north of Ura&#039;Mastyx, the Ura dam was one of the largest construction projects ever undertaken by Junzi Electric, with work believed to have started shortly after the ceasefire with the Honored Alliance. It was completed in the early 2200s, and has since remained one of the largest sinta-made structures on the surface of Moghes. It blocks one of the primary rivers that carries snow melt down from the peaks surrounding the Tza Praire, though in recent years this river has been shrinking as climate change from the nuclear holocaust of the contact war infringes on it’s cycles. The dam is well known outside of the guild for carrying the only rail-lines that cross the mountains to enter the Tza Prairie, with any who travel there need to cross it. &lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====The Wirer’s Chapter====&lt;br /&gt;
The Wirer’s chapter is the biggest chapter within Junzi Electric, and being a city chapter, has one of the simplest jobs. With halls in every city across Moghes, they have the responsibility to ensure that a city&#039;s power grid is effectively bringing electricity to the homes or businesses of its inhabitants. Guildsmen of the chapters maintain and create both the large main bundles that jump along poles or run beneath streets, as well as wire individual houses and apartment blocks where they work closely with guildsmen of the Construction Coalition. The wirer’s guildsmen also sometimes ventures out into more rural areas near whatever city their specific chapter hall is located in, but does this with irregularity, causing the more rural populations to have an unstable power grid, both within their homes and within their towns. Due to their massive size and prevalence across all of Moghes, nearly every chapter hall will have a Fisher assigned to it, with the overall Chapter Administrator having more of a hands off approach then others.&lt;br /&gt;
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====Fusion Controllers====&lt;br /&gt;
The grandest of all the chapters of Junzi Electric, the Fusion Controllers are the guild chapters incharge of the construction and management of the scattered fusion power plants across Moghes. While small in number compared to the more numerous fission or coal fired power plants, the fusion plants require a highly skilled set of guildsmen to run and maintain them, causing those in the fusion controllers chapter to be considered the best of the best within Junzi Electric. Becoming a member of the chapter is extremely difficult, and each guildsmen may take one 2 apprentices a year due to the high rate of failure for those attempting to join. Takon Eduruk has taken measures to ensure the chapter is consistently staffed, by sending off well performing guildsmen to be educated in the ways of fusion reactors in human space, primarily the Republic of Biesel. These guildsmen are then inducted into the chapter upon the completion of their education, and sent to work. Due to the limited time this program has been run for, very few guildsmen have made it back to Moghes from the Republic, but as a fact of their education, have been hired as contracted engineering apprentices or engineers by many of the SCCs companies as they work towards their degrees.&lt;br /&gt;
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==The Keepers of Heirlooms==&lt;br /&gt;
The Keepers of Heirlooms, or the Bard’s Guild, is the guild that had undergone the least amount of changes following First Contact, remaining very simple in its purpose until 2465. Arguably the most prestigious guild to be a part of, their primary purpose is entertainment and storytelling, with a broad focus on developing any type of communication skills. There has always been a large cultural significance to the Keeper’s and their activities for Unathi as a whole, and the expansion of the Extranet to Moghes has only caused this significance to explode. As Sinta have found it easier to locate stories, music, heirlooms or other forms of entertainment from the Keeper’s, more and more apprentices have flocked to the guild, to try and make their living as an artist. Currently the keepers are led by Vizaru Hukali, who has been guildmaster since 2440. Vizaru has been one of the primary forces behind the expansion of the Extranet within the Karszekani, seeing it as a way for all Sinta to be able to access their culture, and her guild&#039;s work. Under her direction, the Keepers have sponsored several websites which have digitized popular stories and oral histories of Unathi, so that they may never be lost again in times of strife such as in the Contact War.&lt;br /&gt;
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After 2465, and the incorporation of the Keepers as a Hephaestus Subsidiary, the Guild now has a secondary focus as an arm of the Hephaestus propaganda machine. Like most others, the guild had to accept Hephaestus’s offer to become its subsidiary or eventually be forced into dissolution, and when Guildmaster Hukali weighed the scales, and viewed that her guild being able to continue its work was worth the price of the surrendering the truth to Hephaestus. In an attempt to foster if not goodwill, at least tolerance, Hephaestus tends to take a hands off approach to the Guild&#039;s operations in most regards, except for the Sinta Articles chapter.&lt;br /&gt;
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The guild, while unorthodox, trains its members to be proficient in a variety of modern occupations if they wish it. The capacity for charisma and the talent of talking are taught here, thus anyone aspiring for an Executive Officer position may set their gaze on learning here. Even more meager professions in comparison, such as chefs, bartenders, and even liaison&#039;s get their training here. Nobility are often sent here for a general education before moving somewhere else tailored for their desired occupation. However, due to the very nature of the guild, the Keeper’s had the requirement to provide employment to members dropped from their charter, and each member must find their own work using the skills taught to them as apprentices. Many become rich doing this, while many others walk the fine line between poverty and financial stability.&lt;br /&gt;
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The headquarters of the Keeper’s of Heirlooms is Res&#039;karum, a city located up in the mountains. The scenery is said to have inspired the aspiring musicians and orators of the first members of the guild, hence its extraordinary location. While guild halls belonging to this organization can be found across Moghes, the most prestigious is located there. It is said that the fickle grace of Galzifrax himself saved the city from destruction during the Contact War.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====The Scourn of Skalds==== &lt;br /&gt;
Skalds occupy an interesting spot in society for Unathi. Not considered as battle hardened as Kataphracts or as pious as the Divine Paladins of the Warrior Sk&#039;akh, they do have one leg up in comparison to renowned warriors: skalds are incredible leaders. Said to lace their words with the might of their god, skalds urge others into battle and lead the charge ahead of them, inspiring bravery, courage, and fearsomeness. Nobility that cannot manage to become a Kataphract wind up here more often than not as the skills of a leader come in handy just as much as being the best in the troop.&lt;br /&gt;
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====Poet&#039;s Precinct==== &lt;br /&gt;
Wordsmiths by trade, the Poet&#039;s Precinct gets its name from being a historic block of houses and shops that were occupied exclusively by members of this charter, back when Res&#039;karum was a budding town. No &#039;outsiders&#039; of the charter were allowed in for centuries, and it is said the poets spoke their residences and buildings into being. While the actual history is a bit murky, the blocks belonging to this charter are painted and colored in dazzling palettes with stunning and unique architecture. It gives traditional buildings a fresh coat of paint, literally, and makes one aspire for the old ways, which is exactly what the Poet&#039;s Precinct believes in.&lt;br /&gt;
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The Poet&#039;s Precinct aspires to the idea of oratory storytelling, and while not opposed to it, they still slightly shun the idea of logging everything they know. Poets here move on to write incredible playwrights, books, write movies, or even move to popular spots for filming such as Venus. A poet is valuable, especially for public figures. Having someone write speeches or check your own is useful when every mistake you say can be used against you. Some poets even move onto influential fields like law.&lt;br /&gt;
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====Sinta Articles====&lt;br /&gt;
The Sinta Articles did not always start prestigious. During a time when bards were mocked and scorned, these lowly orators would travel from town to town and pray that the news would be worth enough coin to allow them to ride to the next. It wasn&#039;t until their services as messengers specializing in certain fields became more of use— a poet mentioning the next town over has a shortage of food and would happily buy, a singer making a dangerous journey to warn of a spreading illness, or a skald rallying villagers to fight off bandits— these local stories and messages were the beginnings of what would evolve into a modern, intergalactic press: the Sinta Articles. Once a bastion of Karszekanic thought, it has since been turned into Hephaestus’s main propaganda source within the Karszekani. Corporate officials edit, reword, and approve every article, ensuring that it presents the company in the best light. Those who do not conform find themselves unceremoniously laid off from the guild, left to fend for themselves.&lt;br /&gt;
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====Aosr&#039;s Chosen==== &lt;br /&gt;
Considered to be like Shaman of the Stars, Aosr&#039;s Chosen are often devout followers of Aosr despite the guild being unaffiliated with any particular religion. The spirit-god&#039;s realm of nature means he is a potent muse for this collection of painters, sculptors, potters, and other artists that work with traditional materials. Embracing a path very different from a bard&#039;s, Aosr&#039;s Chosen choose to tell stories in non-auditory means through whatever medium they prefer. A vase with vibrant and aggressive colors covered in cracks; a panel of paintings showing change over time; a sculpture that shows a snapshot in time of a child: all of these aim to evoke the feelings of a story without a single word being uttered or spoken. After all, if a bard aims to tell a story, what better way than through a picture worth a thousand words?&lt;br /&gt;
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===Notable Members===&lt;br /&gt;
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====T&#039;zikayal Huzini====&lt;br /&gt;
[[File:Replacement_Image.png|thumb|right|A digitized copy of &#039;&#039;A Mountain View&#039;&#039;, the painting that would catapult Huzini to fame.]]&lt;br /&gt;
Born to a peasant family on the outskirts of To’Ha’Dat, Huzini is one of the most famous members of the Bard’s Guild, and one of the most famous Unathi artists to ever live. A painter since he joined the Bard’s Guild, he is most well known for his works of landscapes or structures. His most famous work which catapulted him to fame, &#039;&#039;A Mountain View,&#039;&#039; an enamel painting that was done atop the highest peak north of Ura&#039;Mastyx looking out over the Tza Prairie. As a Th’&#039;kh-worshiping Sinta, he used the religious hues of yellow and purple to great effect and was praised by Th’akh nobility. The painting currently resides in Azui Hutay&#039;zai&#039;s estate, after he purchased it to the tune of twenty million credits. Since then, Huzini has painted many other landscapes, including &#039;&#039;A Village Tuned,&#039;&#039; a water color of the city of Baandr which sold for twelve million credits to Mizaruz Izweski; &#039;&#039;Rivers Flowing&#039;&#039;, an oil of several of Res’karum&#039;s waterfalls crashing into each other with a brilliant use of color; and his second most famous painting, &#039;&#039;Izweski&#039;s Power&#039;&#039;, an oil painting of the destroyed Sk&#039;akh Scept, as seen from the streets of Skalamar, which is currently on display in the Citadel’s throne room after Not&#039;zar purchased it for seventeen million credits. &#039;&#039;Izweski&#039;s Power&#039;&#039; broke from his previous paintings by including people instead of just objects. Not&#039;zar has said he keeps the painting near his throne to “remind him of the trappings of power.” Huzini&#039;s location is currently unknown, as he has ventured out into the Wasteland to find inspiration for his next piece.&lt;br /&gt;
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====Razkulal Shiak====&lt;br /&gt;
Originally from a land that was part of the Traditionalist Coalition, not much of Shiak&#039;s previous life is known, as well as his current life. He appeared one day at Camp Integrity, offering to sculpt a statue using equipment he was carrying on him, of the Captain of the Guard there in exchange for food and a place to rest his head. The Captain, intrigued, accepted, and allowed the Wastelander to stay for two weeks while he worked. The end result is considered by scholars to be one of the best to ever be created by a Unathi, half-hard marble combined with sand and wood turned into an ash glaze, showing a different side of the Captain in every direction. The texture of the sculpture would erode away in the rough Wasteland wind, making it seem much more worn than normal, like the captain it represented. The sculpture can still be found in the center of Camp Integrity. Similar stories were heard along the outskirts of the Karszekani, a strange Wastelander coming into town and sculpting the most beautiful portraits of Sinta. Eventually, Shiak would be found by the Bard&#039;s Guild and offered a full-time position— whenever he is around— which he accepted. He still wanders the Wasteland, sculpting whoever he pleases and not taking requests for payment from the many nobility who wish to hire him. Being picked by him to be his next inspiration is considered a high honor, and many Sinta will remain with him for weeks while he completes their portrait&lt;br /&gt;
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==The House of Medicine==&lt;br /&gt;
Founded originally by Clan Azyi, The House of Medicine is the only majority women&#039;s guild within the Karszekani, focused on as the name suggests, Medicine. Based out of the University of Skalamar where it has its guild hall, it trains all future doctors within the Karszekani. The current guildmaster of the House is Tayuka Ruizi, who has been leading the guild since 2654. She has overseen the house for about ten years, and has been a proponent in its expansion of care across Moghes. Being a student at the University while majoring in medicine is considered to be an apprentice of the House, and to graduate is to become a member. Being a member of the House of Medicine is the equivalent of being a doctor in human nations. While other guilds have much more control over their guildsmen and their work, the House of Medicine only leaves working directly for it as an option a guildsmen could take. Many other guildsmen of the House end up working directly for lords and ladies of Moghes as personal doctors, or for Mega Corporations such as NanoTrasen and the PMCG.&lt;br /&gt;
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However, the House does offer employment for its members, as it is required to by charter. The House runs all hospitals within the Karszekani, and employs its members within them. These hospitals are entirely found within cities, and are all considered to be different chapters. Big cities such as Skalamar which require multiple large hospitals will have several chapters within the City. Chapter Administrators who run the hospitals have total control over their buildings, but regularly work with those administrators also in their cities to provide care to the population. Hospitals under the House will often have specializations similar to hospitals in the rest of the spur, and shuttle patients around as seen fit. These hospitals are considered to be the best on the planet, almost on par with extremely poor hospitals in human space. However, as the almost sole supplier of medical treatment on the planet, the House can set the price of medical care across the Karszekani, and has set it high. Unathi have nothing like the insurance systems of developed human nations, and so every procedure needs to be paid “out of pocket” so to speak. Most guilds will take a percentage of pay out of their members paycheck for a fixed time and cover injuries sustained while not working, and cover all injuries sustained working. While this makes costs significantly cheaper than most human hospitals, with an average Horizon crewmember able to afford a high end procedure with a few years of paychecks saved up, but for populations like the rural peasantry who are either poor or don’t use credits medical care at a House hospital is too high a bar to reach. These populations instead rely on local slum or village healers, or the rare IAC doctor not located in the Wasteland. These healers sometimes have House accreditations, but more often than not operate illegally outside of the guilds. While the House has been lobbying for the Watch to crack down on this behavior, many of the peasant watchmen are from the communities that make use of these healers, and will turn a blind eye whenever possible.&lt;br /&gt;
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The scarcity has hit the House of Medicine hard, with liquid phoron being an important ingredient in many medications. They have found themselves facing shortages of critical medications, and what remains has been set aside for the nobility or patients on the verge of death. Combined with this shortage, the House is responsible for determining the daily allotment of calories a Sinta should get as part of food rationing, before their numbers are taken to the Master of Rivers for their implementation across the Karszekani. Many peasants grumble or outright accuse the house of fudging the numbers, stacking them in favor of the nobility to ensure that the food remains in their hands. No proof has come of this, but being a women dominated guild has not helped matters as they are seen to be more prone to dishonesty.&lt;br /&gt;
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Eventually, as all the other guilds did, the House of Medicine had to fold before the will of Hephaestus, becoming a subsidiary corporation. Unlike nearly all the other corporations which were reorganized, Hephaestus Industries really did not have a plan for what to do with the House of Medicine. They were not in the medical business, but now had a guild which was underneath them. So, Guildmaster T’zakal eventually decided to use the House of Medicine only minimally(after all, leaving it as it was still feeds the profits into Hephaestus), as corporate healthcare provides. Now all guildsmen within Moghes get their corporate healthcare plans with discounts only for the House of Medicine, which has seen an influx in it’s workload, prompting a limited amount of expansion for the Guild, causing it to resort to paying foreign companies for training as it needs the money it would have for training elsewhere. These foreign companies are commonly other Megacorporations, most notably NT and the PMCG, who train these doctors in return for their services for a set period of time with lower wages, creating a win-win for both the guild and its mega corporate partners.&lt;br /&gt;
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The only other medical providers within the Karszekani are the IAC and the K&#039;lax Hive, both of whom the House shares a less than cordial relationship with. The K&#039;lax Hive and their gene clinics pose a threat to the endless prescriptions of radiation medicine the House provides to those afflicted by the contact war, and have been the target of several smear campaigns painting the K&#039;lax as evil and unknowable doctors. The IAC has not fared much better, but has kept a majority of its medical staff in the Wasteland where they are more needed to assuage the political sensibilities of their fellow doctors.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
====Skalamar Hospital 3====&lt;br /&gt;
The biggest hospital ever ordered by the Guild, Skalamar Hospital 3 is considered to be the second seat of the guild behind the University of Skalamar itself. Originally constructed during the contact war to help deal with an overflow of injured levies from the meat grinder it had become, the hospital has space for tens of thousands of patients, and some of the best equipment purchased from the rest of the spur. It was formerly managed by now Guildmaster Ruizi, and its chapter master is seen as the heir apparent for the title of Guildmaster. Due to its immense size, it is not actually constructed within the city of Skalamar itself, instead a short 10-minute train ride from the central rail station. It currently houses only the extremely injured who are in need of constant care and has not even hit half of its capacity since the conclusion of the contact war.&lt;br /&gt;
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====Baandr Alchemists Center====&lt;br /&gt;
Near the center of Baandr is the heart of the Alchemists chapter, a research center where doctors search for new medicines. Its main focus is on medicines that fix genetic damage or hold off the rays of radiation for a time. While they have not yet met with much success, the House still pours credits into the center in the hope that they may find a solution to the Karszekani’s problems with the Wasteland before the world is terraformed. No specific chapter administrator manages the center, instead, it is directly managed by the Guildmaster, with chapters sending their best and brightest to it.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
====Military Hospital Chapter====&lt;br /&gt;
As the Karszekani will always need doctors for its armed forces, so the house provides. In times of peace this means for the Navy and Kataphracts, and in times of war assigning doctors to march alongside the levies. This has resulted in the chapter’s guildswomen fluctuating with regularity, as doctors are moved to and from the chapter as the Karszekani demands. The House is compensated well for providing these doctors, with war being a profitable business for them. Some chapter halls of the Military Hospital Chapter have reached planet-wide fame from actions in the contact war, such as Hall 7 who saved countless lives during the during the Siege of Bahard, and Hall 15, who earned their infamy in the Battle of Eastern Wastes, where traditionalist artillery assumed their tents to be storing ammunition and pounded them into the ground. &lt;br /&gt;
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====Alchemists Chapter====&lt;br /&gt;
The Alchemists Chapter of the House provides one of the most important functions for it, the production and distribution of medicine. Still called Alchemists instead of the more modern pharmacists, these educated doctors mix the elixirs and pills that keep the radiation sickness at bay for much of the planet’s population, or help to repair damaged tissue. Since the onset of the scarcity the Alchemists have had less and less work to do as the phoron needed for many of their medications runs dry. The House has instead started to contract them off to megacorporations such as NanoTrasen and the PMCG, who officially employ them. However, should the scarcity end, these alchemists will return to Moghes quickly, once again taking up their old roles in the House.&lt;br /&gt;
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==The Fishing League==&lt;br /&gt;
The largest guild within the Karszekani, the Fishing League is a behemoth of food production, churning out tons of foodstuffs a day. While local villages and nobles have their own food production centers, mainly aquaculture farms which run outside of the aegis of the Fishing League, the vast majority of food produced within the Karszekani is produced by the Fishing League, whether it be on Ouerea or Moghes. However, due to the post-contact war environment of Moghes, no matter how much the fishing league produces, it will never be enough to feed the remaining population.&lt;br /&gt;
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Despite being the largest guild within the Karszekani, the Fishing League is incredibly centralized, with chapter administrators having very little decision-making power when compared with other guilds. This is primarily the work of the current Guildmaster, Rizark Eizde, brother of Lord Eizde, ruler of Teht. After the contact war Rizark used his brothers position ruling over a city known for extensive fishing guilds to conglomerate those that remained across all of Moghes, establishing the Fishing League three years after the last traditionalist stronghold fell. Rizark was a thinker ahead of his time, and realized the threat the encroaching radiation blasted surface of Moghes now posed to the food supply for the surviving nation, and refused to allow over-use to destroy what food sources were left on the planet. He established strict regulations for the guild to ensure that food sources could naturally replenish instead of being fished dry, and lobbied with coastal lords to crack down on illegal fishing by peasants. He also invested much of the guild&#039;s credits into aquaculture research and construction, seeing fish farms as a more stable alternative to traditional fishing. This research and construction has been operating at a slow pace, until the recent scarcity and specter of famine caused the Karszekani to kick open their coffers for the Fishing League.&lt;br /&gt;
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Never a rich guild, the fishing league has always struggled with money due to their sheer size as well as the nature of their work. Being a relatively low skilled position, regular guildsmen are only slightly better paid then peasantry, and seen by many as not being “true” guildsmen, such as those who work within Junzi Electric or other guilds. This has however recently changed, as the spur wide phoron scarcity makes the importation of food to the Karszekani difficult, and famine looms over the small stellar empire. The Karszekani has kicked open its coffers to the Fishing League, resulting in a flood of credits and work for them, both on Moghes and expanding food production on the colony world of Ouerea. The League has also begun to be granted a significant number of forced laborers by Karszekanic Nobility, criminals who must work off their sentences without pay for the betterment of the Karszekani. Many of these laborers are sent to Ouerea, where their presence causes friction with long time guild members as well as the local population. Despite this though, the guild eagerly takes as many laborers as they can get their hands on, needing them to supplant the workforce as they rapidly expand operations. This expansion has continued under Hephaestus, as the megacorporation looks to the production of food the same way it looks to the production of all other things. On a massive industrial scale, producing the most amount of product for the least amount of work and material. Aquaculture is slated to be massively expanded in the coming years, even more so than originally planned, with help from the K’lax Hive to genetically edit certain animals to be more profitable for the guild. There are even rumors that Hephaestus may begin cutting down the jungles of Ouerea for plantations of non-unathi foods for export to the rest of the spur, though they remain unfounded.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
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====The Fishery====&lt;br /&gt;
Simply called the Fishery within the League, Ouerean Aquafarm 16 was the first of many planned massive aquaculture farms to be constructed in the wake of the phoron scarcity and the famine it has threatened the Karszekani with. Constructed by Hephaestus Industries and then sold to the Karszekani, it was purchased by the Fishing League outright in 2465 after Hephaestus’s expansion within the Karszekani. The Fishery is capable of outputting tons of food every season, with patties on different growth cycles to ensure a constant stream of fish is harvested, instead of all in one season. The best and brightest of aquaculture scientists are assigned here, under the Ouerean chapter to ensure the stability of this new food supply. Suggestions from K&#039;laxan Queen Leto for these scientists to invest in fish germline splicing with the goal of increasing size and protein have been widely ridiculed by members of The Fishing League, who at first denounced the suggestion as &amp;quot;dangerous tampering with nature&amp;quot; and &amp;quot;certain to incur the wrath of the Spirits,&amp;quot; preferring instead to employ traditional methods, despite the Hives assurances it would help alleviate the famine. Eventually though, at the urging of Hephaestus Industries looking to make a profit, they agreed to allow half of the patties to contain genetically altered fish, as a test case to see what would happen.&lt;br /&gt;
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====Teht Docks====&lt;br /&gt;
When looking at the city of Teht from above, most of its coastline is dominated by gray concrete that stretches out a short distance into the ocean. These slabs of concrete make up the Teht docks, and nearly its entirety is owned by the Fishing League. Once constantly busy, in more recent years due to overfishing the docks have dropped in activity, as the League slowly tries to move away from exploiting the Moghesian Sea in favor of aquaculture farms. There is still much activity on the docks though, as remaining trawlers return from the sea to transfer their goods before heading back out. The docks have also become heavily guarded as the crates of fish are now a lucrative target for criminal elements within the city. The responsibility of guarding these docks falls to the local city watch, whose Lord happens to be the brother of the League’s Guildmaster, ensuring there are always enough men for the job.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Ouerea&#039;s Catchers====&lt;br /&gt;
A rapidly expanding chapter, Ouerea’s Catchers is composed of all League guildsmen working on the planet of Ouerea, no matter their specialty. Originally just fishermen in the Trizkizki Sea, it now also includes aquaculture experts, ranchers, and even K&#039;lax gene tailors, all on top of a bed of newly transferred forced laborers. This rapid expansion has caused tensions within the chapter and with the colony world on which it works, as many different groups now find themselves having to work towards a common goal for the preservation of their people. The chapter administrator has many times pleaded to Guildmaster Eizde to split up the chapters, but Eizde sees more chapter administrators as a threat to his stranglehold of control on the guild and has instead opted to keep things the way they are. This direct control is not without its upsides, however, as despite so many different specialties working under the same chapter there have not been many delays in production, and the League is still on track to turn Ouerea into the food production center of the Karszekani. This chapter is currently experiencing a split, as the workers of Aquaculture farms look down on the regular fishermen, who hate the Aquaculture farmers for &lt;br /&gt;
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====Aquaculturists====&lt;br /&gt;
The Aquaculturists chapter of the League, as the name implies, specializes in the management and harvest of aquaculture farms. Due to the reforms of Guildmaster Eizide the chapter saw a significant amount of funding diverted to it for expansion of operations and further research into aquaculture. They did much with this funding, slowly siphoning away the need for overfishing in Moghes’ oceans, much to the dislike of other chapters which relied on that need. However since the specter of famine now looms over the Karszekani, the Aquaculturists now find themselves a shrinking chapter, as more and more of their number are transferred to Ouerea to manage the massive aquafarms being completed there every month. Those that have remained on Moghes continue their duties same as always, managing what little food production the radiation blasted world has left for as long as they are there. This chapter has seen a massive expansion since the guild became a subsidiary of Hephaestus, as the megacorporation applies &lt;br /&gt;
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====Hooks of Teht====&lt;br /&gt;
A shrinking chapter, but still by far the largest in the League, the Hooks of Teht are focused on the Unathi art of fishing as their ancestors did, on the oceans of Moghes. While they have since replaced their hooks with nets and sailboats with trawlers, they carry on a culture that has been around for thousands of generations before first contact, and will probably be around thousands of generations after. Yet they are still finding themselves with less and less work as regulations on overfishing and a move towards aquaculture dominate the League. Still, it is not like they will find themselves out of a job, as there will always be a need for food, and the Hook of Teht will always provide.&lt;br /&gt;
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==The Fighter&#039;s Lodge==&lt;br /&gt;
Stereotyped, some would say accurately, as a war-loving species, Unathi have martial traditions ingrained into the very foundation of their culture, having fought each other relentlessly for most of their history. This conflict has become monetized and professionalized by the Fighters Lodge, a guild of warriors unaffiliated with landed nobility, and the Izweski Armed Forces, who can be hired by other guilds or landed nobility to supplant whatever forces are available to them. The Lodge goes to extreme lengths to remain independent from squabbling noble clans, even so far as to have it written within their charter that they will not accept contracts to fight on any noble&#039;s side against another member of the landed nobility. Due to this stipulation, they are primarily hired out as security guards for holdings, whether it be a Guildhall or Clan’s castle; or hired to supplant local law enforcement. These contracts can be made in mere minutes in the event of emergencies, with many lords striking quick deals with their local Lodge chapter outposts in the event of riots or peasant revolts.&lt;br /&gt;
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The Fighters Lodge like most contemporary guilds was created by a conglomeration in the years that followed the contact war. The current Guildmaster, Guzhari Sirax, nephew of Lord Trikzara Sirax, ruler of Skalamar, has seen that it has a very different organizational structure from other guilds. Being born into clan Sirax, Guzhari had an intricate knowledge of outside entities by the end of the contact war, where he himself led troops under the banner of his clan. He was fascinated by stories of human Private Military Companies, particularly Necropolis Industries and the companies which formed it. He envisioned a group of Unathi organized along more corporate lines who could provide unaffiliated peace and security, above the politicking nobility. Using the position of his clan, he quickly rose through the ranks of his local warriors&#039; guild, becoming Guildmaster and amassing the remaining guilds underneath him, before launching a set of massive changes to the structure of the Lodge.&lt;br /&gt;
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Instead of the standard chapter system of guilds, Guzhari set up the Lodge along standard human corporate lines, with each chapter being a wide department, and their administrators being more akin to chief directors of human companies. These chapters have no halls across Moghes, as all chapter administrators work out of the Lodge’s guildhall, located in Skalamar. Instead, chapters will have “outposts” in cities of interest to them, where the landed lords or their representatives can go to offer contracts or speak with the guild. These “outposts” are run by senior guildsmen who have the authority to negotiate and speak on behalf of the guild, taking contracts as they see fit. The implementation of these reforms was not an easy affair, as Guzhari had to sack many chapter administrators and completely change the flow of the guild in a way no Unathi had yet. He found himself recruiting peasants who had fought in the levies during the contact war, and now wished to use their skills to provide a more lavish lifestyle than they would have to return to their normal work. By elevating these peasants to positions they would never have achieved without him, Guzhari formed a large indebted group within the guild, loyal only to him and not to any noble clan. The end result was two-fold. Guzhari succeeded in his set-out task and established a professional, unaffiliated force of warriors who could be hired by anyone as long as they had the credits to pay and would use them in a professional manner. However, by doing this he upset many traditional lords, as well as noble clans who had ties to old warriors guilds but found themselves shut out of the Fighters Lodge due to their displeasure with the reforms initiated by Guzhari. It is just as likely that a Sinta will praise Guzhari as curse his name for what he has turned the Fighters Lodge into.&lt;br /&gt;
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However, now, it seems Guzhari was right for his reform, as the Fighter&#039;s Lodge is incorporated under Hephaestus Industries as a subsidiary. This has allowed for almost seamless integration with Hephaestus’s already existing security system, and the Fighter’s Lodge has quickly found itself expanding across the spur at the behest of their parent company. Their most notable actions so far have been in the busting of potential unions at Hephaestus installations, where their warrior upbringing in a feudal society has instilled in them a disgust for “peasants&#039; &#039; organizing against their betters. The Fighter’s Lodge is fast becoming the new strong arm of Hephaestus, with special teams on call to reinforce other, less violent, union busting efforts when they fail; contributing to the Unathi’s reputation as a savage species amongst Hephaestus workers, but also one to be feared. After all, who would try and picket a building when the result would be getting cleared out by warrior Sinta.&lt;br /&gt;
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Outside of their work with Hephaestus,, the Fighters Lodge has found themselves with a surprising amount of work, as the Karszekani and local Watchmen find themselves in need of extra muscle to quell unruly peasantry, rioters, or simply to effectively patrol the streets. . Lodge warriors can be found guarding many locations around cities, or walking patrols alongside watchmen to keep the peace. Guzhari has taken this one step further, and begun to offer contracts to outside corporations or nationstates to use Lodge members as security personnel, while still keeping with his standards to remain unaffiliated. Despite the fact most megacorporations save Hephaestus Industries and Orion Express swore to close off business with Karszekanic Guilds, both the PMCG and Zavodskoi Interstellar have found themselves bending their statements, contracting Fighter’s Lodge guildsmen to their ranks outside the Karszekani. Even with the Fighter’s Lodge now a subsidiary of Hephaestus, it keeps up these relationships, and still takes contracts from both corporations for fighters. Due to the technicalities around their statements, guildsmen on contract for either Zavodskoi or the PMCG are officially employees of those companies, but still receive payments from their parent guild. &lt;br /&gt;
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===Guarded Holdings===&lt;br /&gt;
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====The Hephaestus Industries Branch Office====&lt;br /&gt;
While Hephaestus has its own security personnel to ensure the safety of its assets, the Hephaestus administrator for the Karszekani, Yukal T&#039;zakal, made the decision to primarily use guildsmen of the Lodge as security guards for the office, instead of the mostly human security personnel Hephaestus employs. In his eyes this makes the Branch Office look more inviting to other Sinta, and bolsters Hephaestus’s image in the eyes of the public, seeing mostly Sinta associated with the corporation. The post is known to be quiet but fun, being in the heart of the city of Skalamar allows for easy rest and relaxation when off duty, and Hephaestus generously pays for the guildsmen’s housing. Still, none who work the post forget what happened to the last Hephaestus branch office, destroyed in the fires of the Ouerean Revolution.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
Due to the organization of the Fighters Lodge, their chapters are similar to human corporations departments, and their administrators are similar to executive directors.&lt;br /&gt;
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====Sailors Protectors====&lt;br /&gt;
Considered the most honorable chapter of the Lodge, the Protectors specialize in protecting vessels and their inhabitants from harm; both on the high seas and in the vast nothingness of space. Guildsmen of this chapter, whether they joined directly after apprenticeship or were spotted for their talents in another chapter, always begin their journey standing guard on the ships that still sail Moghes&#039; seas, protecting them from potential pirates as they chug along. While stuck with this duty a guildsmen begins to be trained for operations in space, acquiring certifications and passing tests in between shifts. Eventually after enough training has been completed and the guildsmen did not fail any test, they are transferred to work in space, protecting merchant vessels traveling from the Karszekani to the rest of the spur, or standing guard on space installations at the behest of their owners. Though many Sinta fail to pass the tests required of Protectors, they never have a shortage of recruits, as the intensive training and thought of life among the stars allures young Sinta, not to mention the incredible pay they receive. To be a Protector is a lusted after job, one which a Sinta very rarely leaves, but some have been known to for one reason or another. Nearly all of these Sinta find themselves working in high level frontline positions for PMCs or Zavodskoi Interstellar, their skills too sharpened to be wasted working as Officers or Wardens. Those with brains as well as brawn find themselves administrators, managing departments and enjoying an even higher standard of pay then they could find on Moghes.&lt;br /&gt;
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====The Lodge’s Own====&lt;br /&gt;
The Lodge’s Own is the biggest chapter within the Fighter&#039;s Lodge, and fulfills a role of basic security guards or officers. It contains many peasants in its ranks, a result of the reforms pushed by Guildmaster Sirax. Professionals, but not as well trained as the Protector&#039;s, detachments of the Lodge’s Own is what most organizations or Lords wish to hire, being versatile and cheaper then other options. The role these guildsmen find themselves in can vary from month to month, sometimes acting as bodyguards for important lords, other times helping quell riots in slums. With no singular role these guildsmen find themselves experienced in all manner of security activities, experience which human megacorporations will pay well for.&lt;br /&gt;
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====The Lodge’s Chosen====&lt;br /&gt;
A split off from the Lodge’s own, the Lodge’s Chosen are more specialized warriors, with extra training in riot control, protest dispersion, the quelling of unrest, and though not advertised, union busting. These warriors are almost all on contract with Hephaestus Industries, somewhere or another in the spur dealing with yet another attempting unionization at a Hephaestus location. As a last resort for the company, they are rarely deployed in full at first, instead acting as guards for other company representatives who will try and bust any growing unionization actions through more peaceful means. Should these peaceful efforts fail however, the Lodge’s Chosen will resort to more direct means, ensuring that no unionization effort succeeds. For political reasons, they do not operate in the Solarian Alliance.&lt;br /&gt;
&lt;br /&gt;
==Dagamur Freewater Private Forces==&lt;br /&gt;
The Dagamuir Freewater Private Forces are an Unathi-founded private military contractor based primarily on Ouerea. They serve as mercenaries, bodyguards and bounty hunters across Izweski space - and beyond, in recent years. Though the modern-day iteration of Freewater was founded fairly recently, being established in 2461, the history of Dagamuir dates back centuries, to the days before the Karszekani’s rise.&lt;br /&gt;
&lt;br /&gt;
The emblem of Dagamuir is a red-and-gold Unathi eye on a green field - representing the eye of [[Sk&#039;akh#The_Warrior_Mukari|Sk’akh’s Aspect of the Warrior]]. Emblazoned beneath it - officially in Sinta’Unathi, but traditionally in Sinta’Azaziba - are the ancient yet simple words of the Freewater Company: “Ever-ready, ever-vigilant, ever-victorious”.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The Dagamuir Kingdom was a small nation, about a week’s journey on foot from the eastern edge of the [[Zazalai Mountains]]. Though it was never of particular global relevance, the line of Dagamuir ruled over it for centuries, managing to remain afloat, if not powerful, amongst its neighbors. As the Sarakus Hegemony fell and the Izweski rose, the reigning King Dagamuir chose to pledge himself to the Izweski, in the hopes of rising alongside them. During the war that broke out, however, the kingdoms of the Honored Alliance captured Dagamuir, leaving its ruling clan’s survivors to flee across the mountains, in the hopes of finding shelter in the newly-proclaimed Izweski Hegemony, now Karszekani Moghes. &lt;br /&gt;
&lt;br /&gt;
Leadership of the clan fell to the young Korza Dagamuir - son of the previous king, though he did not claim his father’s title - instead referring to himself simply as a lord, albeit a landless one. The few survivors traveled through the Karszekani Moghes’s lands for years, seeking to restore their fortunes and reclaim their kingdom with the aid of other nobility - leading to Korza receiving the unflattering nickname of ‘The Beggar King’. &lt;br /&gt;
&lt;br /&gt;
The survivors of Dagamuir did not have much - their wealth, their lands and their ancestral home were gone. What Korza did have at his command, however, were the veteran warriors that had escorted him to Izweski land. Instead of choosing to try and join with the warriors of an existing mercenary company - a choice he is reported to have believed as beneath him - he abandoned hope of reclaiming Dagamuir, instead making a deal with a minor lord of the [[Southlands]] - an exchange of his warriors’ protection for land to call their own. The lord granted Korza and his men a small portion of land, near where one of the region’s major rivers flowed into the Moghresian Sea. &lt;br /&gt;
&lt;br /&gt;
The Dagamuir Kingdom was truly dead and gone - but in that moment, Korza had a new opportunity, and a chance to carve his own destiny. He set to work immediately, renting the services of his warriors to local nobles and wealthy guildsmen - founding what would be known as the Freewater Company. Over time, he hired more warriors, constructing a small keep on the lands he was granted, and allowing the operation to expand until his death in 2099 CE.&lt;br /&gt;
&lt;br /&gt;
Following Korza’s death, the Freewater Company continued to operate for centuries, in various forms - gaining a reputation as honourless mercenaries to some, fostered by their rivals in other companies and guilds. Their reputation was that of a force composed of the dregs of society, who could not make it as true warriors - but nevertheless, they managed to persist. Though the Dagamuir would lose and regain leadership of the company several times throughout the centuries, they have always remained highly involved at the highest levels of its organization - which persists to this day.&lt;br /&gt;
&lt;br /&gt;
===Dagamuir Today===&lt;br /&gt;
The forces of the Freewater Company profited from the [[Contact War]] - with nearly every fighting man of the Izweski Hegemony on the front lines, the mercenary group was able to sell their services to lords across the nation to keep order - and although this was often done brutally, they did achieve the paid-for results. It was when the War came to an end, however, that the mercenaries of the Freewater Company truly found a golden opportunity - seeing the chance to not just sell their services on one planet, but to seize an entire universe of prospective customers before their rivals fully understood what was happening. &lt;br /&gt;
&lt;br /&gt;
It was the company’s current leader, Akzazik Voizur, who made the move that would cement Freewater’s place - choosing to move the vast majority of the mercenary company’s operation to Ouerea, at enormous expense. His logic, simply put, was that though Moghes was the homeworld of the Unathi species, Ouerea was its connection to the stars - with the Solarian Alliance, Nralakk Federation and various megacorporations all having a presence there. &lt;br /&gt;
&lt;br /&gt;
The Freewater Company worked on Ouerea for some time, and with the [[Ouerea#The_Months_of_Blood|Months of Blood]] and subsequent arrival of Hephaestus Industries, they found success - with the human megacorporation often hiring them for additional security, leading to many of the locals having a low opinion of the company’s work. During the [[Ouerea#The_Rebellion|Ouerean Rebellion]], the warriors of Freewater remained neutral - defending their holdings when called for, but not fighting without payment. Following the partial victory of the revolutionaries in 2460, the company needed to consider its next move carefully.&lt;br /&gt;
&lt;br /&gt;
In early 2461, the company’s leadership met at Voizur’s command. With the aid of the young Ahkna Dagamuir, as well as a former Hephaestus security chief named Francis Bradford, they planned a complete restructure of the company to adjust to the interstellar market for mercenaries. Voizur had the warriors’ loyalty, Dagamuir had the name that would tie the company to its roots and the political knowledge to navigate the fragile Ouerean society, and Bradford had the in-depth knowledge of interstellar security contracting.&lt;br /&gt;
&lt;br /&gt;
The ancient Freewater Company was dissolved, and the Dagamuir Freewater Private Forces were formed. With Voizur still at the wheel, the organization rapidly expanded - in order to compete with the fledgling Fighters’ Lodge, they distinguished themselves by embracing the cosmopolitan culture of Ouerea - contrasting themselves against the traditional ways of the Guild by hiring anyone - alien or Sinta. Though initially only Unathi, humans and Skrell were members, the arrival of the [[Vaurca_Hives#K&#039;lax|K’lax Hive]] and the discovery of [[Dionae]] has led to no small number of Vaurca Warriors and a few gestalts joining Freewater’s forces.&lt;br /&gt;
&lt;br /&gt;
This allowed for rapid expansion on Ouerea, and throughout the Karszekani at large - but the break they were looking for would come in 2463, with the formation of the [[Private Military Contracting Group]]. The Private Forces were quick to see the value in this, gaining ties to the corporations of the [[Stellar Corporate Conglomerate]] and being able to massively expand their business offworld. In their new role as a PMCG contractor, Dagamuir ships mercenaries across the Spur in the pay of the SCC’s corporations - and at least for now, business is booming. Though Hephaestus may no longer rely on the mercenaries of Freewater as much following their incorporation of the Fighters’ Lodge, Dagamuir has business contracts across the stars now - and the wealth of these contracts shows no sign of slowing down.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&#039;&#039;&#039;Freewater Keep, Moghes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The oldest outpost of the company, Freewater Keep lies on the southern shoreline of the Moghresian Sea, at the mouth of one of the many rivers of the Southlands. As more and more of the PMC’s operations have moved to Ouerea, Freewater Keep has become increasingly less relevant - though the company still maintains it as a historic site and training ground in the modern day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dagamuir Tower, Ouerea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The corporate headquarters of the Private Forces, Dagamuir Tower is an intimidating skyscraper in central New Skalamar, formerly the personal residence of one of the planet’s noble administrators. Following the Rebellion of 2460, Dagamuir purchased the tower from the newly formed government at a low price, and has since used the tower as their primary center of operations across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The_Wasteland#Camp_Integrity|Camp Integrity]], Moghes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the lawlessness of the [[The Wasteland|Wasteland]], the Karszekani will frequently hire bounty hunters to traverse the burning sands, hunting criminals, raiders and holdouts of the former Traditionalist Coalition. The Private Forces maintain an office at Camp Integrity - both for recruitment from the Wastelanders who make their way there, and contracting its mercenaries as guards, bounty hunters, and whatever other services may be needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fort Liberty, Ouerea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a refueling outpost for ships of the Sol Alliance, the base now known as Fort Liberty has been abandoned, captured, bought, and sold over the years. When the Alliance left Ouerea, the first Synod of Scales moved forces into the fort, only to lose it during the Months of Blood. During the Rebellion, the garrison of Yiztek troops there were defeated by revolutionary forces, and the base was largely left abandoned as the Rebellion came to an end. Following the end of the conflict, the Private Forces moved in, purchasing the fort from the Synod and using it as a training ground and shuttle port. Most of the company’s mercenaries undergo their training either here or at Freewater Keep, and it is a center of the company’s military operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mukari’s Shield Outpost, [[Notable_Unathi_Colonies#Iroue|Iroue]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The isolation of Iroue and current difficulties facing the Izweski Navy have led the reigning lord to turn to many allies in protecting his colony from pirates, warlords and other ne’er-do-wells. To this end, he has hired a contingent of Dagamuir mercenaries, who have supplemented the planet’s meager defenses. Iroue is generally a posting for the more experienced mercenaries of the Private Forces, as they will frequently see battle against pirates and the remnants of Solarian warlord-states. Dagamuir runs an office in the central habitation dome of Iroue, officially named “Mukari’s Shield” after the Aspect of the Warrior.&lt;br /&gt;
&lt;br /&gt;
Aside from the locations above, the company has many outposts across Ouerea, and its mercenaries can be seen as far afield as the [[Corporate Reconstruction Zone]]. While it has offices in Tau Ceti, these are largely designed for liasing with the bureaucracy of the PMCG, and have very few active staff.&lt;br /&gt;
&lt;br /&gt;
===Notable Members===&lt;br /&gt;
&#039;&#039;&#039;Akzazik Voizur - “The Old Tyrant”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An elderly Unathi, Voizur has led Freewater for decades, assuming command following the passing of his predecessor, Zakax Dagamuir, shortly before the Contact War began. He is known to be a ruthless and cunning individual, but one with a brilliant eye for both the business and military sides of mercenary work - which has earned him the steadfast loyalty of many of Freewater’s veteran warriors. Though his advanced age is beginning to slow him, he is still said to have the ferocity of the beast that spawned his nickname.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ahkna Dagamuir - “The Heir-Apparent”&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Daughter of Zakax Dagamuir, Ahkna has been heavily involved in the modernisation of the Freewater Company, with a common assumption being that the restructuring of the organization was largely her doing. Whether or not this is true, it is known as a fact that the open recruiting policies of the Private Forces are her brainchild, having successfully pushed to expand the mercenaries hired beyond the relatively small recruiting pool of Unathi men. Though not a warrior herself, she is an undoubtedly influential figure in the modern structure of the company - and though it may upset some of the more traditional Unathi of Freewater, Ahkna may well be the company’s next leader whan Voizur can no longer hold the reins. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Francis Bradford - “The Consultant”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Xanu Prime, Francis Alexander Bradford has had a long career in private security, having first been hired by Hephaestus as a security officer in the summer of 2423. After working on various installations of the megacorporation, he was eventually placed as the head of security on an Ouerean shuttle port, where he worked for several years. Following the Rebellion, he parted ways with Hephaestus, having nearly lost his life in an attack on the facility he oversaw. Ahkna Dagamuir approached him shortly after this, recognising a long experience with the work of mercenaries in the wider Spur, and brought him on to oversee the reorganisation of the Freewater Company. The modern PMC structure of the Private Forces is largely his doing, inspired by work with various security contractors in the past. He is reported to be a jovial man, who enjoys the tropical climate of Ouerea immensely. Though still part of the company’s leadership, he spends most of his time in his home a short distance outside of K’rath. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qrquu Xuqzix - “The Outsider”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A recent addition to Dagamuir’s leadership, Xuqzix is a figure shrouded in mystery, with few available records of their life or career prior to joining the Private Forces. Records have been able to discern that the Xiialt Skrell was once part of the staff at the Sahhat Geographical Research Complex, presumably in a security role based on their new career choice - but what their specific duties were, or what they did in the Federation prior to their arrival on Ouerea, remains uncertain. They began working in a primarily investigative role with the company shortly after its reorganization, and have rapidly risen through the ranks, being promoted to the head of Internal Affairs in late 2464. Due to their enigmatic personal life and rapid ascent, outlandish rumors have spread like wildfire about them, naming Xuqzix as everything from a former [[Skrell_Politics#Tupkala|Tupkala]] assassin to the leader of a [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]] cell. Personally, they are reported to be rather serious in their work, but quite pleasant outside of business matters, having a particular enthusiasm for the spectacle of Unathi sport such as the [[Zandiziite Games]]. &lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Private Forces and Hephaestus have worked together in the past, with the megacorporation frequently hiring Freewater mercenaries to supplement its own security forces. Following the Hephaestus purchase of the Fighters’ Lodge, this has slowed somewhat - though Dagamuir have used their PMCG connections to liaise as a subcontractor, helping guildsmen of the Lodge to find work with non-Hephaestus corporations across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;K’lax Hive&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Private Forces have a good working relationship with the K’lax - hiring Warriors and the occasional Worker for their operations. One source of tension, however, is the hiring of Queenless K’lax groups - a policy which Dagamuir continues, despite K’lax disapproval. For now, the issue has not been forced, however - and the Hive continues to sell the services of its Warriors to Freewater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aut&#039;akh|Aut’akh]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though its frequent contracting for the Karszekani and Hephaestus is distasteful to the Aut’akh communes of Moghes and Ouerea, Dagamuir does still hire from among their number - though usually, Aut’akh mercenaries will be assigned postings far away from known communes, and unaffiliated with Hephaestus or the Karszekani. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a mutual distaste between the Kataphracts and Freewater - with the Kataphract warriors tending to view Freewater as dishonorable, greedy, and cowardly mercenaries. Dagamuir members, meanwhile, view this distaste as hypocritical - the Kataphracts spend most of their time fighting for credits as well, after all. This dislike is further spurred by a not insignificant number of the Private Forces’ recruits being former Kataphract-Hopefuls, washed out or grown tired of waiting to be named a full Saa’Izweski.&lt;br /&gt;
&lt;br /&gt;
==Hearts of Industry==&lt;br /&gt;
Unlike most other contemporary guilds, the Hearts are not the product of a conglomeration, but rather a new entity. As Moghes industrialized and factories began to become more commonplace, no Lord ever thought his workers would end up forming a guild, and those that tried in the past were brutally suppressed. It wasn’t until Not&#039;zar assumed regency over the Karszekani that the Hearts of Industry was formed, consisting of guildsmen who had worked in the sweltering steel mills and disgusting chemical refiners as careers. The guild, while young, has already proved itself a force for change, arguing for better working conditions in the many factories where its guildsmen work.&lt;br /&gt;
&lt;br /&gt;
Due to its very recent creation, the Hearts of Industry is only really present in the heavily industrial southern coast of the Moghresian Sea, with its guildhall in the city of Jaz’zirt. With little influence the guild has yet to be able to change much, with meager pay raises and slightly less dangerous conditions for its members. Many have compared the guild to be more akin to the workers unions found on the planet of [[Himeo]] and [[Pluto]] rather then a proper guild, as they do not yet search for contracts among the noble lords of the Karszekani, instead pushing for reform. They also do not directly pay their guildsmen, who are still paid by the nobility they work for. The factories that cloud the skies of Jaz&#039;zirt and much of the southern coast are machines of torment for their workers, with injuries ranging from cuts to death being commonplace. Still, these factories form the backbone of Moghes&#039; industry; alloying steel, refining chemicals, smelting ores into usable metals, and much more. The Karszekani will not see these factories closed or stop producing, especially in the midst of the scarcity, and any attempts at strikes have been suppressed by the Karszekan&#039;s Master of Rivers, sometimes with violence. &lt;br /&gt;
&lt;br /&gt;
Not’zar has never commented on these strikes, or the Karszekani&#039;s response to them, keeping his hands clean of the blood that runs down cobblestone streets and over factory floors. It is unclear if he will ever be able to step into side with the now guildsmen again, or if he even can. Still, what seems to be indecisiveness on the part of the Karszekan is creating a problem, as discontent and civil unrest ferment within factories, as guildsmen begin to consider taking more extreme measures to push reforms.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s massive expansion and absorption of the Karszekaniic guilds was a crippling blow to the Hearts of Industry, but what followed was its death. As a result of a flimsy conspiracy charge and charges for inciting riots in the [[Southlands]] and on [[Ouerea]] many of the guild’s leadership were arrested, and its charter revoked by the Karszekan. Some guild members, however, have viewed Hephaestus’s acquisition as a victory, due to the corporation’s generous benefits for its workers - for many, an improvement from their treatment under their previous guilds, and after the revocation of the charter, signed up with the megacorporation instead. Due to these factors, little of the Hearts of Industry remains, with many of the organization’s members having abandoned their affiliations or fled offworld to seek work elsewhere. Those few who have remained in the Karszekani are often persecuted for their affiliation, and attempt to agitate against Hephaestus’s monopoly - though with little to no success.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tret&amp;diff=39157</id>
		<title>Tret</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tret&amp;diff=39157"/>
		<updated>2026-05-03T12:52:07Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Tret&lt;br /&gt;
|System = Uueoa-Esa&lt;br /&gt;
|Image = Klaxflag.png&lt;br /&gt;
|Sector = [[The Orion Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Ksyne’kizar&lt;br /&gt;
|Species = [[Vaurca]], [[Unathi]]&lt;br /&gt;
|Languages = Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
|Demonyms = Tretian&lt;br /&gt;
|Nation = [[Karszekani Moghes]]&lt;br /&gt;
}}&lt;br /&gt;
The industrial heart of the [[Karszekani Moghes]], &#039;&#039;&#039;Tret&#039;&#039;&#039; is a planet in the [[Uueoa-Esa]] system that resembles a gigantic factory due to Vaurca intervention. It is entirely encased in machinery, appearing more like an artificial structure due to its fuming hardware. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age. It also serves as the capital of the [[Vaurca Hives#K&#039;lax|K’lax Hive]], ruled by [[Zkaii, The Sleepwalker|Overlord Zkaii]]. Although Vaurcae are the main sapients on the planet, Tret is sometimes considered the &amp;quot;third colony&amp;quot; by [[Unathi|Moghesian Unathi]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
Astronomical documentation of the planet Tret can be traced back to the period of the [[Unathi History#The First Hegemony|First Hegemony]] when court scientists became the first to observe the planet’s orbit. Many early Unathi astronomers believed the planet to be a small star or a sunspot, while others believed that Omzoli and Tret were twin planets or that the same planet possessed two unique orbit trajectories. The first Unathi telescope was built in the early 18th century by the craftsmen of the University of Ma’ha’rem and it wasn&#039;t long before astronomical tools were revamped, allowing a far better study of the Uueoa-Esa system. During this period, Borsk Kizar—a descendant of the pioneer astronomer [[Uueoa-Esa#Ouerea|Kizar Yiuz’ku]]—was the first to observe the iconic massive crater on the planet’s surface, which was christened &amp;quot;Kysne’kizar&amp;quot; after him.&lt;br /&gt;
&lt;br /&gt;
In the early [[Unathi History#The Third Hegemony|Third Hegemony]], when scientists began to dream about yet-distant space colonization, Ouerea became the obvious candidate due to its similarities to Moghes. As a result, further investigation of Tret became scarce beyond scientific curiosity, as it was considerably less attractive than the habitable Ouerea. Prior to the [[Contact War]], an exploratory probe was sent to Tret, and although the machine never returned to Moghes, valuable information was gathered during its active period. Upon review, the Unathi researchers discovered Tret possessed a surface rich in metal and ore. Following the Contact War, [[Hephaestus Industries]] became interested in mining Tret’s abundant resources. The planet was leased, with formal operations beginning in 2453 however, the underdeveloped Unathite infrastructure led to a slow expansion on the surface of the planet. Hephaestus established a shipping shuttle and introduced automated mining, while a permanent station was erected near the planet but it struggled to break even economically. &lt;br /&gt;
&lt;br /&gt;
Controversially, Karszekan Not’zar Izweski granted Tret to the K’lax Hive in 2459. Despite the emerging conflict of interests, the Hive and the megacorporation reached an agreement known as the &#039;&#039;&#039;Ksyne’kizar Economic Treaty&#039;&#039;&#039;. Today, while most of the current Tret infrastructure is built and operated by the K’lax Hive, they have gains of roughly 17 percent due to reinvestments in growing the planet&#039;s facilities. Many believe it is Hephaestus and the Karszekani that truly benefit the most from the treaty, both of whom get a large portion of the profit. The Karszekani receives these credits in tithe and Hephaestus in both support costs and exuberant transport fees in exchange for providing freighters with which to move the manufactured goods out to the Spur. &lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Before the K’lax arrival, Tret was characterized as a barren, lifeless rock. Due to its unique orbit, most of the planet receives heavy radiation from Uueoa-Esa, the system’s star. The poles are permanently in darkness and have a very different temperature than the rest of the planet. On these poles, the only water deposits on the planet were found completely frozen. While these factors were significant for the small-scale operations on the planet’s surface, the complete transformation of Tret by the K’lax Hive has deemed them irrelevant. Today, no areas of the surface are visible to the naked eye. Instead, narrow metal passages, many poorly lit, connect the megastructure’s sectors in a cubical shape. &lt;br /&gt;
&lt;br /&gt;
Tret&#039;s interior varies depending on the sector. Most of them are used for industrial purposes, while some were adapted for living. Only a few areas of the planet are equipped with oxygen, known as &amp;quot;Oasis bubbles&amp;quot; by the unfortunate Unathi and human workers. By far the most hostile areas of Tret are the giant forgeries, with only a few specialized Bioforms able to tolerate the extreme heat. The outside areas of Tret’s machinery are covered entirely by solar panels. These panels serve as an auxiliary power source, and the reflective nature of them makes Tret appear as a radiant star in the Moghesian sky. During some seasons on Moghes, nights have become shorter as Tret’s brightness impedes the dusk. &lt;br /&gt;
&lt;br /&gt;
Space debris quickly accumulates around Tret’s thin atmosphere. After three months, litter covers the entire planet, turning the solar panels useless. To combat this, the K’lax Hive periodically moves the debris closer to the sun, sometimes igniting the waste inside the star. Nonetheless, most of the space debris remains close to the planet, colliding with Pid’s asteroid fields. &lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
The large, malleable facilities on Tret allow for the colossal factory to have one of the highest gross domestic products in the Orion Spur. Nevertheless, due to the nature of the Ksyne’kizar Economic Treaty, profits are mainly enjoyed by [[Hephaestus Industries]] and the [[Karszekani Moghes]], not the K’lax Hive. As a result, the performance of what could be the most stable Vaurcae economy is dwarfed by the other Hives, which have reached a more qualitative agreement with third parties.&lt;br /&gt;
&lt;br /&gt;
Tret is one of the largest exporters in the galaxy. The K’lax Hive is often required to aggressively increase its position as a primary manufacturer in order to keep Tret sustainable. As a result, Tret labour is inexpensive, which is an invitation for foreign states to use the planet’s industry instead of their local facilities. The cheapness of many Tret-made products has gained a bad reputation across the Spur, with the phrase &amp;quot;made in Tret&amp;quot; used as a pejorative for low quality. &lt;br /&gt;
&lt;br /&gt;
Tret&#039;s massive industrial output is primarily in ore, refined materials, and—more recently—miscellaneous goods ranging from spare parts and pharmaceuticals to tools for the Karszekani Navy, terraforming equipment, and even canned foodstuffs to be shipped to [[Moghes]] or beyond. The production of these goods is massively sped up by the presence of Uta&#039;ka&#039;yat, or All-Factories—not unlike the ones later created on [[Xakt, Queen of Corpses#Her Brood|Luthien by the Zo&#039;ra Hive]]—which are extremely adaptable facilities capable of producing masses of goods very easily, limited only by size. &lt;br /&gt;
&lt;br /&gt;
The most noticeable difference between an all-factory and a traditional super factory is not production speed but rather that they can be re-tooled almost instantly to fulfill orders, with one factory capable of swapping from making canned food to producing consumer electronics in a matter of minutes, depending on how the demand and supply change. On Sedantis, this feature was essential considering the often very limited space that would be used by setting up multiple factories to produce items. This has resulted in what many outsiders view as a chaotic production environment, with only Bound Vaurcae, specifically created for the job, said to be able to keep tabs on exactly what is being produced at any given time. Hephaestus workers trying to keep track are often bamboozled as graphs and charts have massive changes right in front of their eyes, and freighter crews are given last-minute instructions to pick up completely different cargo than what they came for, although only very rarely does this apparent disorganisation lead to problems. Due to the K&#039;lax Hive having no vessels of its own, these same freighter crews allow the Karszekani and the corporation to exercise greater economic control over the planet. &lt;br /&gt;
&lt;br /&gt;
While the Hive may produce as many goods as it desires, if only a certain amount is shipped, no credits will be made from the end product. As such, these two parties can often gain a far greater cut than they otherwise would in artificially expensive transport fees caused by &amp;quot;dangerous conditions.&amp;quot; Seeing as the alternative is not being able to get exports off-world, the Hive has seemingly accepted this as a way of doing business, exploitative though it may be. &lt;br /&gt;
&lt;br /&gt;
The majority of facilities on the surface, and in many cases below it, are staffed by thousands of Bound Vaurcae who perform the same simple tasks on a daily basis. When this would be impractical, or a task requires more free thought, K&#039;lax, and sometimes even Unathi or Human workers, are used. Hephaestus is well aware of the risk and poor conditions associated with the planet for these staff and offers generous pay, good injury compensation plans, healthcare, and typically short contracts, allowing them to work for a handful of months before shifting elsewhere. These workers are primarily used for staffing facilities during a Bound shortage, excavating mining equipment that has collapsed, transporting freight, tracking down transports that failed to arrive on time, or staffing the Neutron Forge and associated super factory in orbit.&lt;br /&gt;
&lt;br /&gt;
All of this comes together to make Tret the industrial heart of the Karszekani, producing both a grand amount of credits and supporting further K&#039;lax technological production. More recently, the planet, which typically exported much more to the wider Spur, has turned towards supporting Moghes as the phoron crisis deepens.&lt;br /&gt;
&lt;br /&gt;
===Neutron Forge===&lt;br /&gt;
A moderately sized foundry orbiting Tret, designed by a collaboration between K’lax Lesser Queen Vetju and Hephaestus Industries&#039; Research and Development teams. The ambitious project was first unveiled late in 2461. Whilst dwarfed in sheer size by many of Hephaestus&#039; other Orbital Super Factories and its production lines being only capable of refining raw resources such as steel, gold, and uranium, its most notable feature is the inclusion of an experimental K’lax Neutron Forge at the center. &lt;br /&gt;
&lt;br /&gt;
Originally used on Sedantis as a critical way of producing resources that could not be harvested efficiently from the crust of the planet or mass-produced through other methods within the confined caves, the Neutron Forge is capable of disassembling phoron and reconstructing it on a molecular level into other objects, often in a stronger form than traditional refining. Unfortunately, despite [[Vetju, Iron Queen|Vetju’s]] and her Workers&#039; best efforts, the original designs are currently unfeasible to create due to the incredible cost of both constructing and maintaining them. Unwilling and unable to divert so much work away from ensuring the survival of her brood, this new version of the Neutron Forge is only capable of producing raw resources and consumes an astronomical amount of phoron. In spite of this, both Hephaestus and the K’lax Hive considered its launch a success worthy of celebration, helping further tighten the bonds between the two. &lt;br /&gt;
&lt;br /&gt;
The manufactory is staffed by a large group of both Vaurcae and Unathi who work tirelessly to maintain the forge, supply it with phoron, refine the resources that come from within it, and transport them to their destinations, typically other Hephaestus’ facilities within the Karszekani and beyond. The forge ran without ceasing until 2463, when it began to feel the effects of the Phoron crisis. Many of the factory’s employees were laid off within the first few months of the crisis, and more redundancies are expected as phoron becomes scarce. Despite this, it is producing nearly a fifth of the Spur’s plasteel and borosilicate glass, materials that are typically difficult to create in such large quantities. &lt;br /&gt;
==Life on Tret==&lt;br /&gt;
Life on Tret is difficult. The poor conditions and long shifts have drastically reduced Bound Vaurcae’s life expectancy. Once considered some of the best-maintained members of the species, Tretian Bound live up to ten months due to their hazardous environment. More often than not, Workers repeat the same menial tasks without any respite until they drop dead. Although Vaurcae do not require many luxuries, the living sectors are considered unhygienic and breeding grounds for malaise and social disruption. K’lax Queens, wishing to prevent a situation similar to Mendell City’s [[Flagsdale]], have set up the living camps as temporary facilities, disarmed them periodically, and relocated all of their members. Resettlement often attempts to keep hive-cells together, but members may be separated if the Hive deems it necessary.&lt;br /&gt;
&lt;br /&gt;
Aliens in Tret are never permanently accommodated and are employed only temporarily. Some humans and Unathi see working a few months on Tret as an opportunity to seek better economic opportunities; however, shortly after their arrival, sophonts frequently regret their decision. In many cases, long-term or multiple visits to the industrial mazes of the planet may result in depression, anxiety, and even agoraphobia. &lt;br /&gt;
&lt;br /&gt;
The brutality of Tret’s sweatshops has been denounced by the galactic community, especially by politicians who hold anti-Vaurca sentiments. As a part of a Zo’rane smear campaign against the K’lax Hive, many Biesellite products now contain &amp;quot;Vaurca-cruelty free&amp;quot; labels, swinging the public perception of Tretian goods as unethical.&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
A logistical issue the K&#039;lax Hive had to resolve when colonisation of the planet truly got under way was how best to manage the movement of sapients across what would become the winding factory surface. While shuttles appeared to be the obvious choice for many K&#039;lax and Hephaestus employees, simulations revealed that the amount required would only add to the already congested skies. K&#039;laxan engineers proposed many solutions, but the one that gained the most steam was the &amp;quot;Tyik&#039;Opakt,&amp;quot; or &amp;quot;Vacuum Train System.&amp;quot; Not unlike similar human designs, the train uses magnetic levitation inside vacuum tunnels to accelerate to extremely high speeds, so much so that it can cross the entire surface of Tret in a little over an hour. &lt;br /&gt;
&lt;br /&gt;
Several years after first being proposed, vacuum trains are now the most prevalent form of transportation on the planet. Train lines and their tunnels create an ever-expanding criss-cross on maps, moving alongside and over one another in a complicated pattern, and transport not only takes workers from one location to another but is the backbone of moving supplies to and from spaceports to be picked up and utilised or transported off-world by Hephaestus freighters. Many of these trains are crowded and illuminated with dim light, if any, and created primarily for usage by the Vaurca majority of the planet, who prefer such conditions, but a few do exist that provide more amicable conditions for the other sentients that inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Experts determined early in its colonisation by the K&#039;lax Hive that Tret would be extremely power-hungry. While some of this initial energy could come from existing Hephaestus infrastructure and an abundance of solar panels coating buildings, a more permanent solution would need to be devised before long as factories swelled in size and the barren rock was industrialized. This solution would come in the form of &amp;quot;Tyu&#039;kata,&amp;quot; or &amp;quot;Radiant-energy spires,&amp;quot; which are large, towering structures that dominate the nearby cityscapes. These contraptions work by capturing bursts of gamma radiation emitting from the local star and turning it into energy at an extremely efficient rate, which is enough to sate the energy appetites of the rapidly growing web of machines. This general idea was originally implemented by a K&#039;laxan engineer on Sedantis, who suggested striking such towers up through the roof of the caverns to the radioactive surface, which was employed with much success. The modern version of Tret is considered an iteration of these original designs.&lt;br /&gt;
&lt;br /&gt;
===Hazard Rating===&lt;br /&gt;
Tret is separated into sectors by a system known as the &amp;quot;Hazard Rating,&amp;quot; which measures the location&#039;s danger levels. The higher the risk an individual is willing to take, the higher the pay. This rating is done from 0 to 5, with 0 being completely liveable for humans and 5 being near instant death for anyone other than highly-specialized Vaurcae. Most locations on the planet fall somewhere between the 2 and 3 categories. These hazard ratings and associated hazard pay help balance the distribution of company staff across the planet and help minimize—although not stop—poor behaviour in higher-risk quadrants. After all, it is the employees&#039; choice to work in these locations, and they receive adequate payment, which more often than not reflects that. &lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike other areas on the planet, Tret’s primary crater was domed and better preserved for historical purposes. Hephaestus Industries originally selected Ksyne’kizar to build an amenity surface base, much like the lunar cities in the Sol system. The project was halted in 2459 with little infrastructure prepared—nothing much beyond a local gravity generator, oxygen systems, and a reinforced borosilicate dome. Since the arrival of the K’lax Hive, Ksyne’kizar has been chosen as the de facto capital. Nonetheless, preparing the rest of the planet’s infrastructure was a more pressing issue, and the crater remained undeveloped beyond the Royal Chambers. After the unveiling of the Zo’rane city of New Sedantis in late 2463, the K’lax Hive placed more effort into creating its own cosmopolitan capital, a strange sight amidst the planet&#039;s sprawling industrial maze.&lt;br /&gt;
&lt;br /&gt;
Preparations for the Ksyne’kizar are far from finished; however, the city&#039;s surface is marketed toward human and Unathi visitors. Although the Hive does not expect major tourism to occur in Tret, Ksyne’kizar is a corporate haven, ready to host any important events that may occur on the planet’s surface. Currently, the main plaza of Ksyne’kizar’s surface has remnants of Tret’s original exploring probe as an attraction. The subterranean part of Ksyne’kizar is by far more developed. Nevertheless, the desire for Queen Tupii to create a lavish atmosphere continues to demand more labor on a planet that already runs at maximum capacity. The design of Ksyne’kizar’s wonders, which follow traditional Vaurca masonry, is uncharacteristic of the otherwise utilitarian configuration of the planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Alpha Station Euthenia (Hazard Rating 0)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considered the base of operations for Hephaestus Industries, the Alpha Station Euthenia is located in orbit around the planet. To properly compensate its workers, Hephaestus provides most of the modern amenities in Euthenia, including a video games room, sports facilities, a movie theater, and the largest holodeck in the region. Human and Unathi workers only have a four-day workweek. Nonetheless, their shifts tend to be long and exhausting. Furthermore, due to the mining operations&#039; remoteness from the planet&#039;s orbit, the majority of workers must stay in the Beta Station Soteria or camp in one of the emergency temporary facilities. For this reason, Hephaestus emphasises the need for a relaxed environment inside the Alpha Station, where employees may make the most of their spare time. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Beta Station Soteria (Hazard Rating 1)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Soteria is a surface station to which most Vacuum Train System routes connect. Though Soteria staffers live inside here for extended periods, most visiting workers only occupy the station’s chambers during their workdays. It is modestly equipped and described as &amp;quot;utilitarian&amp;quot; by the megacorporation. While considered a haven by many of the miners and prospectors during their expeditions, Soteria is not entirely safe. Due to its position near the planet’s radiation belt, some areas may be required to be evacuated periodically and collapses have been known to create breaches in the past, causing peril to the occupants. Nonetheless, Soteria is appreciated by most of Tret’s alien employees. On occasion, workers cannot reach Soteria for shelter after their long shifts. These miners usually have to camp in some of the Oasis bubbles, which are considered Soteria outposts. It is always recommended that workers stay within reach of a camping spot. Sleeping near mining operations is the leading cause of death for non-Vaurcae workers on the planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Industrial Shipping Center===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Industrial Shipping Center is Tret’s primary port. The facilities also include domestic warehouses, where goods are stored before shipping. In order to maintain the quality of many products, the Industrial Shipping Center maintains an environment free of the planet’s notable pollution. Nevertheless, pressure conditions are similar to space—tolerable for Vaurca Workers but demanding a voidsuit for the occasional Unathi laborer. While Warriors are employed to patrol the site, the amount of imported and exported cargo exceeds the capabilities of Vaurca surveillance. Thus, the Industrial Shipping Center has gained the reputation of a freeport. This fame has made the port vulnerable to space piracy, particularly from the Sinta and Queenless Vaurcae groups.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Kloz&#039;xera Impact Site (Hazard Rating 2)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located on the southern pole of the planet, the Impact Site is the location where the K’lax Hiveship originally touched down. Upon contact with the ice sheet, the fiery landing meant that much of the ship’s body sank, rapidly creating a lake of molten lead. The K’lax Hive believed this situation to be a boon, and since then, Queen Vetju took advantage to begin an aggressive process of industrialization. Although not much time has passed since the event, the Kloz’xera Impact Site no longer resembles its primitive state. Instead, it was quickly transformed into the primordial foundry, upon which all infrastructure was built. Since early 2461, the workshop has been closed. Currently, specialized teams are responsible for salvaging the interiors of the Hiveship. It is considered a complicated process, as debris and brimstone make the abandoned ship difficult to traverse. Though it remains a rumor, it is said that Queen Leto is interested in turning the Impact Site into a museum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Rea (Hazard Rating 2)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Rea is a fortress located on the west side of the planet. It acts as a storage facility for the Bound Warriors of the K’lax Hive. Additionally, it is believed that the K’lax use this facility to protect the most delicate information. Although unconfirmed, the rumor stems from Rea containing Karszekani levies. Compared to Dis, the stronghold of the Zo’ra Hive, Rea is minuscule, and it is often overlooked, as Tret is a heavily industrialised planet. However, the fortress is notable for being the first Warform storage facility in the Spur. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Pid (Hazard Rating 3)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Pid, and its asteroid surroundings, currently serve as a large-scale K’ois farm operated by the [[Leto, The Seeker#Recent Events|Leto brood]]. The infrastructure for the farm has improved over the past few years, with more safety measures to ensure no K’ois spread beyond the field. Nonetheless, breaches still exist, which endanger cargo and passing ships. The reputation of the &amp;quot;cursed asteroids,&amp;quot; as they are commonly known, has prevented some parties from receiving Tret-manufactured goods in their territory, such as [[Republic of Elyra|Elyra]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Lii&#039;kana (Hazard Rating 5)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term Lii’kana is usually translated as &amp;quot;Hell.&amp;quot; Although Vaurcae lacked the religious concept of eternal fiery damnation, the term has been used metaphorically since the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|sinking of Illau’tia]] to refer to the Lii’dra’s capital. In the context of Tret, Lii’kana, or Hell, refers to the deepest forge of the planet. Due to its significance in the production process, it is also considered the heart of Tret. However, despite its importance, Lii’kana has a bad reputation for being the most brutal area on the planet. Here, only advanced engineered bioforms can survive. As all workers in Lii’kana are Bound Vaurcae, the Unbound and other sophonts often speculate as to how the facility actually looks. The reported high temperatures, the colossal quantities of refined metals, and the short lifespans of its workers all suggest that Hell is an apt name for this workshop.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Gakal%27zaal&amp;diff=39156</id>
		<title>Gakal&#039;zaal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Gakal%27zaal&amp;diff=39156"/>
		<updated>2026-05-03T12:50:24Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Gakal&#039;zaal&lt;br /&gt;
|System = Gakal&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Zikala&lt;br /&gt;
|Species = [[Unathi]], [[Tajara]]&lt;br /&gt;
|Languages = [[Languages|Sinta&#039;Unathi, Siik&#039;maas]]&lt;br /&gt;
|Nation = [[Democratic People&#039;s Republic of Adhomai]]&lt;br /&gt;
|Former = [[Karszekani Moghes]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Originally settled by [[Tajara]], and at one point conquered by the [[Karszekani Moghes]], Gakal’zaal is currently under the control of the [[Democratic People&#039;s Republic of Adhomai]]. The majority of the surface is covered by hills, steppes, and forests. Temperatures are generally low, but the average climate is considered to be more moderate and warm than Adhomai - though its cold temperatures are largely intolerable to the planet’s [[Unathi]] population. Gakal’zaal is home to a large Tajara population, with an Unathi minority living primarily in the equatorial region.&lt;br /&gt;
&lt;br /&gt;
==The Gakal System==&lt;br /&gt;
Gakal is a system home to six planets, with one being a gas giant. Gakal’zaal itself is the furthest planet from the star, and the only one with a life-supporting atmosphere.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Halrrhaz: &#039;&#039;&#039;The closest planet to Gakal, Halrrhaz is an uninhabitable dwarf planet with a thin methane atmosphere. Though probes have indicated sizable mineral deposits, the scorching heat of the planet has meant that little mining has taken place there so far.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Okesre: &#039;&#039;&#039;A large rocky planet with a nitrogen atmosphere, Okesre was largely untouched prior to the Karszekani’s arrival in the system. The [[Unathi_Guilds#Miners_Guild|Miners’ Guild]] rapidly set up operations on the planet, constructing dozens of outposts and stations across its surface. Some of these have since been taken over, but many remain abandoned following the uprising - often used as outposts or strongholds by the pirates and smugglers who visit the system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ihkosk: &#039;&#039;&#039;A large gas giant, Ihkosk’s upper atmosphere was the planned home of a Miners’ Guild station for mass fuel extraction. The station was never completed prior to the uprising, and since then the infrastructure has remained largely abandoned, having been picked clean by scavengers. In recent years as the phoron scarcity has worsened, plans have been made by the junta to restart atmospheric mining - though so far the expense and difficulty has prevented these plans from being realized.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zaekul: &#039;&#039;&#039;A small, iron-rich planet with an extremely thin atmosphere, Zaekul was home to several Miners’ Guild facilities, most of which have fallen into disrepair. The largest of these, however, has since been repurposed as a training facility for the [[Tajara_Space_Capability#People&#039;s_Volunteer_Spacer_Militia|People’s Volunteer Spacer Militia]], to grant them experience in operating on hostile exoplanets. Like with the facilities on Okesre, the junta has attempted to re-open the Zaekul mines, but found little success due to a lack of skilled manpower and fuel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Szkizus: &#039;&#039;&#039;A frigid dwarf planet covered in ice, Szkizus has largely gone ignored by both the Karszekani and the DPRA due to its lack of mineral reserves. The only notable feature of Szkizus are the unusual patterns in the planet’s ice, enormous shallow rifts that appear to make oddly geometric shapes when viewed from orbit. Some scientists have speculated that the symbols are signs of ancient alien activity on the planet, though the complete lack of any other signs of habitation mean this theory is largely dismissed as fringe. Regardless, Szkizus has developed a reputation among superstitious Unathi and Tajara as bringing bad luck, with some seasoned spacers claiming that to set foot on the surface is to lose your soul to the malignant spirits beneath the ice. A preliminary expedition was sent by the Miners’ Guild to survey the planet closer, but contact was lost as the chaos of the uprising enveloped Gakal’zaal. The expedition never returned, and their fate remains uncertain to this day.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter [[Tau Ceti]] or the [[Sol Alliance]]. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. These settlements were divided along political lines, with an elected mayor or groups of families serving as leaders. Due to the similar weather to [[Adhomai]], Adhomai crops and livestock could thrive without a problem and soon replaced most of the native life. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. Resistance among the local population soon followed but with limited success. This continued until 2457, when a new fleet of the Karszekani, commanded by [[Notable_Unathi#Lord_Admiral_Trazial_Yizarus,_Izharshan&#039;s_Bane|Lord-Admiral Yizarus]], appeared and expelled the pirates. The planet was annexed by the Izweski Karszekani after a deal with some of the local leaders, who used this to increase their own power to become nobles of the new government. The most influential of these families were the Drrawa&#039;jur, who had themselves conquered a handful of other settlements through force of arms prior to the arrival of the pirates. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering in Gakal’zaal due to the ongoing struggles of the [[Tajaran_History#The_Second_Revolution_2|Second Revolution]].&lt;br /&gt;
&lt;br /&gt;
The Unathi conquest was not well received by most of the population, civil unrest in the cities and armed resistance in the steppes continued against the new masters. The Karszekani was able to maintain control of the equatorial regions. While some Tajara became noble clans under the Karszekani they operated as glorified lower-level traders, interpreters, or civil servants under the new nobility. The Drrawa’jur were able to attain a higher rank in the [[Unathi_Guilds#Merchants_Guild|Merchants’ Guild]] and be direct advisors to Makar Yizarus. Owing to Unathi being unaware of Tajara races, nobility was not restricted to solely the Njarir’akhran or M’sai. The Drrawa’jur themselves were Hharar. Society was reorganized in a feudal manner similar to the Karszekani, with the vast majority of non-noble Tajara being forced into serfdom. The economy was dominated by the Unathi nobility and guilds. [[Sk&#039;akh]] priests were sent to Gakal’zaal, and some tried their luck at converting the local Tajara - though with little success outside of the Tajaran nobility, who largely converted for political reasons.&lt;br /&gt;
&lt;br /&gt;
The Karszekani’s control over Gakal&#039;zaal was seriously challenged in 2461 when the [[Tajaran_Military_Structures#Adhomai_Liberation_Army|Adhomai Liberation Army]] supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the [[Unathi_Recent_Events#Not&#039;zar&#039;s_Civil_War_(2462)|civil war]] on [[Moghes]] and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Karszekanic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
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The liberation of Gakal&#039;zaal brought sweeping changes: titles of nobility were abolished, the guild and the feudal systems were dismantled, and proselytization of the alien faith was prohibited. The planet enjoyed a short period of independence as the Free Republic of Gakal’zaal. The young Republic joined the Democratic People&#039;s Republic through a referendum at the end of 2462. Despite the supposed democratic nature of this act, foreign freedom fighters were allowed to vote and the Unathi population was excluded from this decision. The colony is currently ruled by a military junta headed by Andranik Huwaytat, the leader of the defunct Gakal&#039;zaal Liberation Front. Under Tajara control, the planet has become a base of operations for the Liberation Army forces; weapons and DPRA citizens, usually heading to other systems, pass by Gakal&#039;zaal daily. Under Tajaran control, the planet experienced a brief period of high growth. Liberation Army forces, weapons, and DPRA citizens stopped by daily on their journeys to other systems, or to the planet itself. This growth cratered as travel costs soared. Now, in its shadow, it remains a theoretically strategic planet on the border of Tajaran and Unathi regions of the Badlands, hampered by the tensions of its population and the costs of capitalizing on its position.&lt;br /&gt;
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One year after the liberation, the ruling junta called for a military offensive to defeat the remaining Unathi resistance on Gakal&#039;zaal. Adhomai&#039;s attention has returned to the planet as the Al&#039;mariist factions try to influence the campaign to gain the upper hand in Gakal&#039;zaal&#039;s future elections.&lt;br /&gt;
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== Environment ==&lt;br /&gt;
=== Geography ===&lt;br /&gt;
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Gakal’zaal is characterized by a colder climate, steppes, and a lack of oceans or seas. The planet’s temperatures reach into the negatives during winter and rise high in the summers. The further one gets from the temperate equator the worse this seasonal fluctuation gets. For this reason, settlements and cities are concentrated to the equator, with the rest of the planet being marked with some villages and towns. Most of the planet’s Unathi population dwells in the equatorial region, as the climate of the planet makes long-term habitation difficult for the cold-blooded Sinta. Gakal’zaal weather is infamous not for snow or rain but fog. The soil traps in heat easily, and when the warmth radiating off the soil combines with the cold air it creates a thick layer of fog across the planet. In the summer months it vanishes and it is thickest in the winter before snowfall. The fog confuses travelers and makes traversing the planet an issue. Rarely is it thin enough to see more than 12 meters ahead. During the uprising, as well as the current anti-banditry campaign, the fighting mostly occurs in the winter and summer. &lt;br /&gt;
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Gakal’zaal’s steppes are flat expanses covered with grasses that rarely grow more than 13 centimeters high. This led to automobiles being the primary mode of transport. Highway construction was halted due to the war and never continued, so cars and trucks are fitted for off-roading in the infertile dirt. Other biomes that are present are wind-swept sand dunes leftover from ice age era glacial lakes, deep marshes where ancient river deltas once were, and some small forests that exist on the edges of the steppe. Mountains on Gakal’zaal are small compared to Moghes and Adhomai. Gakal’zaal’s most impressive geological feature is instead its ravines. From diverging continental plates, deep and enormous ravines carve out Gakal’zaal’s landscape. These provide easy access to the planet’s small mineral wealth and were of particular interest to the Miners&#039; Guild before their forced departure. The Junta currently seeks to restart mining here to help provide resources for the PVSM. &lt;br /&gt;
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Buildings on Gakal’zaal are a mix of the Tajaran colonial style and new ones brought from the Karszekani Moghes or DPRA. The colonial style relies on simple materials, square rooms, sloped roofs, and are constructed on one story. These bungalows are made from bricks produced using local clays that have given them a red-orange tint. The usefulness of being able to see these through the foggy days led to colonists painting their houses with patterns or designs. The cities are a mix of this and the Karszekani style, which the junta seeks to cover with facades inspired by Das’nrran architecture.&lt;br /&gt;
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=== Major Cities ===&lt;br /&gt;
*&#039;&#039;&#039;Zikala:&#039;&#039;&#039; located at the center of the equator, Zikala is the capital and largest city of Gakal&#039;zaal. The city used to host the overlord&#039;s court until the liberation of the planet. Its population is evenly divided between Unathi and Tajara. Zikala is the most industrialized city on the planet and has a spaceport. The Unathi numbers have begun to dwindle as more Tajaran migrants arrive. Due to the strong presence of the Liberation Army, interspecies violence remains contained.&lt;br /&gt;
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*&#039;&#039;&#039;Kr&#039;yata:&#039;&#039;&#039; situated at the edge of the equator, Kr&#039;yata has a significant Tajaran presence and a small Unathi population. During the revolt, the settlement was the site of a notable popular uprising. The city is the major transport hub on the planet; trains and roads coming from the other territories and villages converge to Kr&#039;yata. The only industry is focused on foodstuffs and maintaining the transportation network. Because of the overwhelming Tajaran presence and lack of proper policing, the Unathi have begun to abandon the city due to growing discrimination.&lt;br /&gt;
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*&#039;&#039;&#039;New S&#039;th:&#039;&#039;&#039; famous for being the only city with a majority Unathi population, New S&#039;th is the planet&#039;s commercial center. Boasting the largest spaceport in Gakal&#039;zaal, most of the imports and exports pass by this town. The Liberation Army garrison in this settlement is known for being infamously corrupt; the remaining Unathi riches are more than enough to give them sway in their policing. Rumors claim that the Unathi community from New S&#039;th actively contributes to the Yizarus Brigade with material support and new fighters. The city remains a thorn in the side of the planet&#039;s administration.&lt;br /&gt;
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=== Flora &amp;amp; Fauna ===&lt;br /&gt;
Gakal’zaal has a rich biosphere, home to many indigenous species of flora and fauna. Some difficulties have emerged with the importing of both Adhomian and Moghresian lifeforms - though so far this has been small-scale enough to have a limited impact on the planet&#039;s ecosystem.&lt;br /&gt;
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==== Flora ====&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;shaan (Glowing Tree):&#039;&#039;&#039; A medium-sized tree found in the forest of Gaka&#039;zaal. Its most notable feature is its fruits which have a glowing substance. When ripe, its berries emit a strong blue light to attract insects. The Dyr&#039;shaan&#039;s fruit is harvested by the locals to produce luminescent paint and handcrafted lanterns. The pigment continues to emit light for up to three months after it is extracted. The berries are frequently used for the rural Tajara in remote locations without access to electricity for illumination. Unathi in the city uses the juice to paint the billboard of their shops and ornament their horns.&lt;br /&gt;
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*&#039;&#039;&#039;Shujir (River Cloth):&#039;&#039;&#039; A grass found in the bank of the rivers and lakes of Gaka&#039;zaal. Its most notable use is clothmaking and thatching roofs. Its fiber is waterproof and very durable. Before the Unathi conquest, it was collected by the Tajara to produce garments. Under the Karszekani, Shujir farming became a profitable business controlled by the guilds. Following the nationalization of the Unathi business, the rural Tajara now controls the production but must still sell their product to the Sinta population in the city for exportation. &lt;br /&gt;
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==== Fauna ====&lt;br /&gt;
*&#039;&#039;&#039;Kramazhyr (Tallest Bird):&#039;&#039;&#039; A flightless bird standing at roughly three meters tall. Native to the steppes of the equator, this creature preys unopposed on all other animals in the region. Its beak is notoriously strong and capable of cutting off limbs with a single bite. Due to the Kramazhyr&#039;s aggressive nature, they have become an issue to the settlers in the countryside. The Liberation Army frequently sends raids with Gun Wagons to thin down their numbers when needed. A favorite sport of the local Unathi population is to sneak into its nest to steal its eggs and then try to outrun the angry bird as it chases the thief.&lt;br /&gt;
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*&#039;&#039;&#039;Dramathir (Armored Serpent):&#039;&#039;&#039; A legless creature with its body covered by hard keratin scales. The Dramathir lives in holes in the ground and usually leaves its burrows to feed. It curls up into a ball to protect its soft abdomen when threatened. Its scales are frequently used by the Yizarus Brigade to craft armor due to the shortage of better material. Its meat is also appreciated by the Tajara for its strong taste.&lt;br /&gt;
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*&#039;&#039;&#039;Bur&#039;ryr (River Axe):&#039;&#039;&#039; A semi-aquatic creature known for its prized fur. The bur&#039;ryr is a medium-sized creature with its body covered by a thick, light brown pelt. One of its most notable features is its tail which has an axe-shaped, keratinous claw at its end. This natural blade is used to chop down trees so that it might use the logs to build nests in Gakal&#039;zaal&#039;s rivers and lakes. The bur&#039;ryr is hunted for its fur by the Tajaran community. Some Unathi prefer to fashion weapons out of the creature&#039;s blade.&lt;br /&gt;
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*&#039;&#039;&#039;Zhakhi (Prowler):&#039;&#039;&#039; A small-to-moderate sized, furred, four-legged animal found scavenging in Gakal&#039;zaal&#039;s tundra forests and hilly steppes. It is known for its vividly coloured furs, intricate patterns and long protruding teeth. Many different types of Zhakhi exist, varying in size and color depending on the region it is in - those from tundras exhibit blue or white furs, and those in steppes have a mixture of brown, yellow and black. Considered a difficult hunt owing to the Zhakhi&#039;s skittish nature, challenging natural habitat terrain and agility, the followers of Mata&#039;ke consider Zhakhi furs as highly prized possessions. Owning or incorporating Zhakhi furs into one&#039;s clothing is a symbol of good luck. More traditionally minded Unathi see value in the animal’s carcass - the animal&#039;s teeth and bones are frequently incorporated in medicinal salves and traditional ointments.&lt;br /&gt;
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== Culture and Society ==&lt;br /&gt;
Gakal&#039;zaal is divided between the Tajara majority and the Unathi minority. Because of the recent conflict and social changes, there is much tension and resentment between both sides.&lt;br /&gt;
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=== The Tajara of Gakal&#039;zaal ===&lt;br /&gt;
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Originally settled by refugees seeking a better life from war, the Tajara of Gakal&#039;zaal have come from all regions of Adhomai, but over time, the culture from the regions of the Democratic People&#039;s Republic of Adhomai became dominant - priding themselves on a free life and following the ideals of Al&#039;mariism, in spite all the challenges that they were put through. Tajaran settlements being organized along ideological lines had allowed a degree of separation between ideologies. But after population movements under Unathi rule and under the current regime, Royalist and Hadiist Tajara find themselves harassed and suppressed by the ruling junta’s authorities. Those who haven’t fled find themselves in a situation not unlike their Unathi counterparts, making them more sympathetic to the alien population. &lt;br /&gt;
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Relations with the settlers&#039; former overlords are strained at best, with most Tajara still retaining a vivid memory of oppression. A culture of distrust has grown in dealings between the Unathi and Tajara population, more frequently than not obstructing business dealings as the residents now seek to claw back what was taken from them, encouraging Tajara entrepreneurship independent of the Unathi living on Gakal&#039;zaal. Regardless, most still accept that the Unathi are necessary to their current economy, and eventually find trust in each other past the initial interactions, some finding camaraderie in respect with Unathi honor values. Tajara business entrepreneurs co-operating with the now diminished guilds find more success, with many opportunities still available in the fledgling colony.&lt;br /&gt;
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Because the Tajara populace is unable to enjoy numerous imported Adhomian goods, the influence of Unathi guilds is stronger in their culture. Under previous occupant overlordship and being forced into serfdom, the Tajara were exposed to the Unathi culture of nobles, merchants and peasants alike. Over time, what were once traditional Adhomian stews and soups turned into a mixture of Adhomian and Unathi cuisine, Adhomian vegetables and cattle meeting with Sinta blends of spices and berries became a common sight in various cities and villages during the reign of Overlord Yizarus.&lt;br /&gt;
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Due to the warmer temperatures compared to the homeland, those living within equatorial regions of the planet tend to wear lighter clothing, preferring cloth and textiles over the traditional furs common to those from Adhomai. Fashion within Gakal&#039;zaal varied per region, but Tajara living in equatorial regions took inspiration from both Adhomai and Unathi cultures, incorporating elements of jeweled accessories and patterns found on Sinta garbs, combining with traditional Tajara symbolism and clothing.&lt;br /&gt;
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After proclaiming independence and reforming into the Free Republic of Gakal&#039;zaal, Unathi influences began to diminish due to the reliance on imports of Unathi goods and foodstuffs, as these could not be grown or manufactured as easily in Gakal&#039;zaal&#039;s circumstances, and discouraged by the harder elements of the former Liberation Front. Nevertheless, many Tajara families still enjoy spicier flavors, relying on the guilds to import spices from Moghes.&lt;br /&gt;
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=== The Unathi of Gakal&#039;zaal ===&lt;br /&gt;
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Gakal’zaal was a recent acquisition of the Karszekani, and cultures from across Moghes can be seen among the settlers - with the Izweski Heartland, Tza Prairie and Southlands being the most common cultures represented among the Unathi population. Adaptation to environment and circumstances, however, has led to the formation of a fledgling yet distinct culture among the Sinta of Gakal’zaal. &lt;br /&gt;
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Due to the planet’s temperatures, the Sinta of Gakal’zaal dress much more warmly than those from Moghes or Ouerea might - with thick fur, wool or leather coats and cloaks being a common item of clothing among the species. Often, these will use Adhomian or Gakal’zaal materials, the former brought by the Tajaran settlers - and while it would be erroneous to say the Unathi have adopted Tajaran fashion, their dress is an odd blend of Sinta style and Tajaran practical adaptation. For venturing outside the equatorial region, human-made heat packs imported by Unathi merchants are recommended for prolonged journeys. With regards to food, native fish are the most common foodstuff of Gakal’zaal, &lt;br /&gt;
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Unathi on Gakal’zaal exist in an odd limbo - they are not citizens of the DPRA, and have their rights strictly curtailed. Unathi on Gakal’zaal lack the right to vote, and are forbidden from carrying weapons outside their homes, from gathering after certain times and from traveling offworld without governmental approval - though if one knows the right people and has enough money, many of these regulations are negotiable. However, many of them have connections, wealth or expertise that has allowed them to maintain something of a position of privilege among the Tajaran-ruled society of Gakal’zaal.  Despite being removed from their previous positions of authority, they exercise their influence through their economic power. Traditional Unathi clans and family structures on Gakal&#039;zaal remain virtually unchanged since the liberation.&lt;br /&gt;
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Most Gakal’zaal Unathi, particularly those formerly affiliated with guilds or the nobility, have a resentment for the Tajara who now rule what they had come to see as their world - viewing them as upstart usurpers. While few are willing to put their lives on the line for this and join a group such as the Yizarus Brigade, a majority of the planet’s Unathi hold at the very least supportive sentiments towards the rebels, and the Yizarus Brigade can often find aid or shelter among the Unathi population. However, there is a strange exception to this rule - that of the Guwan. A decent number of [[Unathi#The_Guwan|Guwan]] were brought with the initial wave of settlers, acting as cheap labor for the Guilds - and more would be named Guwan for various crimes during the Karszekanic rule of the planet. When the uprising came, many Guwan found themselves in a strange position where, though still oppressed for their species, they were not treated as being below other Unathi by the Tajaran government - a position the DPRA was quick to exploit with the creation of the all-Unathi Sinta Volunteer Forces.&lt;br /&gt;
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==== The Guwandi of Gakal&#039;zaal ====&lt;br /&gt;
Traditionally, the Unathi known as [[Unathi#The_Guwandi|Guwandi]] have wandered wherever they may find honorable death. In the modern age, this largely consists of the Wasteland of Moghes - but not exclusively. Those from far-flung colonies who have chosen to become Guwandi can often be found traveling the Spur in search of redemption through blood and battle, and it is perhaps unsurprising that several of these have found their way to Gakal’zaal. &lt;br /&gt;
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The Guwandi of Gakal’zaal consist of both wanderers from further afield and those settlers who chose to take the mantle - wandering the Unathi-habitable regions of the planet in search of battle and death, regardless of its source. Though most Unathi warriors will indulge a Guwandi’s desire for battle, the soldiers of the Sinta Volunteer Forces largely ignore the ancient code binding the doom-driven warriors.&lt;br /&gt;
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However, Gakal’zaal is a place where the codes of a warrior’s honor can bend and twist easily - which has led to a strange and new violation of ancient custom. Several Guwandi warriors have pledged their service to Drokzisz Yizarus - to serve him until their deaths, and gain redemption for their dishonor through the restoration of Unathi rule to the planet. While they are unquestionably skilled, and still hold to the strict honor of Guwandi, their actions are viewed as an abandonment of their status by many - including their fellow Guwandi.&lt;br /&gt;
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An odd commonality has also been found between the Guwandi and the [[Democratic_People&#039;s_Republic_of_Adhomai#Island_of_Amohda|Amohdan]] Tajara of Gakal’zaal - though vastly different species and cultures, their practice of seeking death in honorable duels is respected by the swordsmen of the island, and those few with such training on Gakal’zaal will usually acknowledge a Guwandi’s request for an honorable and clean death.&lt;br /&gt;
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=== The Legacy of the Guilds ===&lt;br /&gt;
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Many of the [[Unathi Guilds|Unathi guilds]] saw an opportunity on Gakal’zaal - a planet with an untapped labor force and away from the fierce competition provided by Hephaestus Industries. The Miners’ Guild was the first to set up on Gakal’zaal, but far from the last, with nearly every major Unathi guild having a presence on the isolated world at some point. &lt;br /&gt;
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Of particular note is the now-defunct [[Unathi_Guilds#Merchants_Guild|Merchants’ Guild]], which had near-complete control of the Gakal’zaal economy, being responsible for the vast majority of imports and exports. Gakal’zaal was tied into the interstellar economy by the claws of the Merchants, and this fact was leveraged mercilessly - many Tajara wound up working for the Guild in disadvantageous contracts, for barely-sustainable wages. However, as the Liberation Front seized control of the planet, a problem emerged - it was through the Guild that Gakal’zaal had any connections to the interstellar economy, and with the Adhomian powers at war none of them would be able to make up for that. And so, a revolution came and went, and the Merchants found themselves in an odd position - able to hold onto much of their wealth and influence, in exchange for their continued operations. Though those Tajara working for guildsmen received better pay and conditions, much is still the same - even with the wider Guild’s bankruptcy, the Merchants still keep Gakal’zaal’s place in the Spur’s economy. The DPRA is attempting to dismantle this status quo, encouraging Tajaran citizens to open their own businesses and arranging for government buyouts of Unathi-controlled shares - but for now, at least, the remains of the Merchants’ Guild on Gakal’zaal are here to stay.&lt;br /&gt;
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The [[Unathi_Guilds#Miners_Guild|Miners’ Guild]] also had significant holdings on Gakal’zaal, seeking to exploit its untapped mineral reserves. Through generous contracts with the Unathi nobility of Gakal’zaal, the Guild was able to secure the cheap labor of Tajaran serfs, and used it to great effect - though the Tajara would disagree. Conditions in the mines were poor, wages were barely livable, and many Tajara would lose their lives toiling for the Guild’s profit. The Liberation Front had much more success in seizing this guild, however, with many of the higher-ranking officials having perished during the uprising. Regulations were put in place for pay, conditions and benefits for the mine workers of Gakal’zaal, and though some of the Guild’s Unathi members have managed to retain positions, mining operations on Gakal’zaal are very much run by Tajara, compared to the Merchants’ Guild. With the buyout of the Miners by Hephaestus Industries, some have grown concerned that Hephaestus may view the Gakal’zaal mines as its property, and attempt to extort the planet for it - but so far, the megacorporation has remained silent.&lt;br /&gt;
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The third Unathi guild of note on Gakal’zaal, and something of an oddity, is the [[Unathi_Guilds#The_House_of_Medicine|House of Medicine]] - with several guild healers having come to Gakal’zaal with the initial wave of settlers. Several hospitals were set up in the planet’s major cities, and though the guild charged extortionate prices for the Tajaran citizens, there was generally less ill will towards the physicians of the House than towards the other Guilds. Due to the extreme lack of trained physicians among the initial Tajaran colonists, and the Guild’s access to advanced alien medicines and equipment, the healers of the House of Medicine have been the least impacted by the uprising, allowed to continue their practice - though required to offer their services for far, far cheaper to the Tajaran population of the planet, as well as to train those Tajara who wish to study the medical sciences. While some Tajaran doctors have since arrived as volunteers from Adhomai, or further afield, the majority of the planet’s medical industry is still Unathi-run, though forced into acting as far more of a public healthcare service than the guild would prefer. With the House having been acquired by Hephaestus, speculation abounds about what this means for Gakal’zaal’s physicians - but so far, aside from continuing to pay their guild dues to Moghes, the House on Gakal’zaal seems to be operating smoothly. &lt;br /&gt;
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== Faith ==&lt;br /&gt;
Most of the initial Unathi colonists were [[Sk&#039;akh]], with the former [[Notable_Unathi#Yizra_Unzi,_Exiled_High_Priest|High Priest Unzi]] sending a contingent of priests and Iron Masks with the settlers to ensure the newfound colony’s spiritual well-being would not be led astray by the presence of alien religions. Their primary goal was not the conversion of Tajara - as Sk’akh doctrine holds that other species have their own gods and spirits for them, as Sk’akh is for Sinta. However, some of these priests did try their luck in converting the locals, with little success - though some of the Tajaran collaborators on the planet did opt to convert for political reasons. &lt;br /&gt;
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Sk’akh priests are permitted to continue their sermons and religious duties under the DPRA - though these sermons are often indiscreetly watched by informers to make sure that they are not concealing revolutionary plots. Despite Overlord Yizarus holding the theoretical power to do so, he never appointed an Archpriest during his reign over the colony, and with his position dissolved there will likely never be a formally recognised Archpriest of Gakal’zaal.&lt;br /&gt;
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Some Sk’akh Priests of the Warrior have joined the Yizarus Brigade, viewing their struggle as a holy war to reclaim rightful Unathi territory from the ‘dark gods’ of the Tajaran populace. While it has never been confirmed, it is suspected that a significant number of the Maraziite Order fled to Gakal’zaal following their dissolution, and have since joined in this crusade to return Gakal’zaal to its rightful rulers. &lt;br /&gt;
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Tajaran religion on Gakal’zaal is split half and half between the faith of the [[S&#039;rendarr and Messa|Twin Suns]] and the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke]] pantheon. Atheists are more uncommon on Gakal’zaal than in other Tajaran populations barring the New Kingdom of Adhomai. The harsh and simpler living gave way to greater importance of faith as a means to cope with conditions on the planet. Murals, carvings, and other art of the Tajaran religions are common on Gakal’zaal. These had to be hidden during Unathi rule, but the current junta has allowed Gakal’zaal religious art to flourish. &lt;br /&gt;
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Members of the [[S&#039;rendarr_and_Messa#The_Parivara|Parivara]] are a recent arrival on Gakal’zaal. The organization only reached out after it had become independent, establishing official temples after the planet joined the DPRA. Prior to this, adherents of S’rendarr and Messa met in congregations to sing hymns, worship the suns, and engage in communal practices. The Parivara have taken note of this trend and actively encourage the same practices, albeit now staying closer to orthodoxy and led by priests. The largest of the temples is in Zikala. It is made from the former central Sk’akh church and has a controversial mural depicting Messa as a Liberation Front soldier piercing a defeated three-headed Unathi in a breacher suit as it lays on the steppe floor, defeated. Drokzisz Yizarius has pledged to destroy the temple for this and to one day rebuild the Sk’akh church.&lt;br /&gt;
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The Ma’ta’ke worshippers had suffered greatly under Unathi rule. The priests and priestesses of the gods were easily identified by Unathi authorities and were subject to harassment and imprisonment. This contributed to unrest across the planet. When the Liberation Front appeared, many priests began to collaborate with them to end Unathi rule. Now Ma’ta’ke worship is free to continue on, largely unchanged from its traditions.&lt;br /&gt;
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[[Tajaran_Minor_Religions#Myths_and_Mythological_Beings|The superstitions of Tajara]] made a strong comeback in the early years of Gakal’zaal. Children are told of Yaba Sarra to keep them from venturing into the steppe alone, S’Mara became a figure who would reap those who betrayed the Tajaran people, and some even say that the Tajani had come with the Tajara to help them in this new world. And in spite of the Rhaza-Akhran’s claims to the contrary, it was not just worship of the Gods and Twin Suns that came to Gakal’zaal. The [[Tajaran_Minor_Religions#Raskariim|Raskariim]] have come in waves of immigrants, smugglers, and the extranet’s spread. Punks using occultist imagery meet in city dive bars while true believers practice their craft in all sorts of places.&lt;br /&gt;
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== The Huwaytat Junta ==&lt;br /&gt;
As Gakal’zaal’s current ruling government, the Huwaytat Junta has absolute control over the planet - at least, in theory. In practice, its control extends as far as its troops do. Headed by its namesake Andranik Huwaytat, the junta is led by officers of the Gakal’zaal ALA with advisors from the DPRA civilian government, the Adhomaian ALA, and influential Unathi. The Junta seeks to project strength to the Tajara of Gakal’zaal with marches and propaganda on the radio and billboards. Behind the curtains however it is a mess of a government. Cliques of officers are competing to influence Huwaytat for their own ends while civilian government party members push for a continuation of the democratic transition. The Unathi largely seek to promote their species’ interests. The hold Unathi still have on Gakal’zaal’s economy and station allows them to have some sort of power within the junta. But, this power is limited due to a lack of military force. Huwaytat for now wishes to maintain military rule for the anti–banditry campaign to establish a peace on Gakal’zaal, regardless of the methods used. Blackbagging, sudden executions, and imprisonments without trial are all too common for those suspected to be involved with rival nations or the Yizarus Brigade. Governmental services are held up by overworked clerks both Unathi and Tajara. Time will tell if Huwayat will stay true to his word and work towards a democratic Gakal’zaal once the Yizarus Brigade will be defeated. But if he cannot maintain his power or promises, a new leader may have to take the reins of the world.&lt;br /&gt;
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== Armed Forces ==&lt;br /&gt;
=== Yizarus Brigade ===&lt;br /&gt;
The Yizarus Brigade is a group of Unathi guerillas, led by the son and heir of the former Overlord - an Unathi by the name of Drokzisz Yizarus. Claiming the planet as his birthright, Drokzisz has formed a band of former Yizarus soldiers, mercenaries, pirates and offworld volunteers, who engage in an insurgency not dissimilar to that the Gakal’zaal Liberation Front waged against his father - an irony which is not lost on many. &lt;br /&gt;
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The Yizarus Brigade seems to have abandoned the traditional notion of Unathi honor in war entirely, using guerilla tactics to strike at the infrastructure of Gakal’zaal in the hopes of crippling his enemies. While some have speculated that foreign powers have funded the Brigade, either the Karszekani Moghes or even the [[New_Kingdom_of_Adhomai#Royal_Ministry_of_Intelligence|other nations of Adhomai]] - no concrete proof of this has ever been found. &lt;br /&gt;
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The Brigade makes use of an odd mixture of equipment - smuggled human weaponry, remnants of Unathi equipment and stolen Tajaran firearms can all be seen wielded by its fighters. They primarily strike in the equatorial region, but have been known to carry out bombings, assassinations and other assaults in the normally inhospitable colder regions of the planet. Unathi collaborators such as those in the Sinta Volunteer Forces are viewed with particular hatred by the warriors of the Yizarus Brigade, and those few who have been captured have often had their corpses mutilated and left in public or easily discoverable locations - a warning to those Sinta who would lend their aid to the DPRA forces on the planet. &lt;br /&gt;
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The Yizarus Brigade is an odd collection of Sinta - soldiers stationed on Gakal’zaal, mercenaries, pirates, former Iron Masks and any number of Unathi warriors from across the Spur. Whether their motley alliance is capable of defeating the DPRA is often questioned - but the question that some among the Brigade worry more about is whether they will be able to hold that alliance together on their victory. Yizarus has promised gold, land and titles to every man who helps him reclaim his birthright - but whether this could be fulfilled in the unlikely event of a victory remains to be seen.&lt;br /&gt;
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=== Returnal Society ===&lt;br /&gt;
The victory over Unathi rule did not satisfy all Tajara on Gakal’zaal. Some Tajara had come to appreciate the previous government for their own reasons. Whether it was a wish for a romanticized era of stability, anger towards the junta for personal or political reasons, personal wealth, or an administration free of Adhomian prejudices, Tajara of the Returnal Society plots and fights to return Gakal’zaal to Yizarus rule. Their reasons are many, which leads to an eclectic mix of Tajara working together as saboteurs, spies, or even fighters within the Yizarius Brigade itself. Those who work behind the scenes to support the Yizarius Brigade are organized into cells, while those who fight alongside the Yizarius Brigade are put into their squads.&lt;br /&gt;
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The cell-based loyalists are organized into different cells that specialize in a certain task. Drokzsis Yizarus retains a shadowy spymaster who is responsible for leading the different groupings. Those who focus on spying usually embed themselves in locales that junta-allied forces go to in order to gather and steal information. Disguises, secret identities, and good acting are used to trick fighters into giving up information that can be collected into useful intel by the Yizarus spymaster. Saboteurs utilize various explosives - usually repurposed Miners’ Guild equipment - to destroy infrastructure. These go in tandem with Yizarus Brigade attacks, such as destroying radio equipment before a raid in the area. Those who fight with the brigade itself tend to be scouts and are armed with long-range rifles gathered from Unathi and Tajaran sources, hand-made camouflage, and whatever other useful equipment is found. &lt;br /&gt;
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Information about the loyalists was covered up until 2465, when the reports of Tajara being found in Yizarus Brigade camps and extranet footage of Tajara detonating bridges became too out of hand. While these loyalists are rare, they still present a problem to the junta’s legitimacy and are a valuable support to the Yizarus Brigade. Those who are caught are pushed right into Redemption Battalions if they’re not summarily executed.&lt;br /&gt;
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=== Redemption Battalions ===&lt;br /&gt;
During the liberation of Gakal’zaal, the Liberation Front captured a sizable number of Tajaran collaborators. These people included civil servants, former nobility, and levied troops who had not defected earlier in the fighting. Disturbingly, there exist allegations that some of these prisoners were mistaken for collaborators or had simply angered a local Liberation Front officer. They were imprisoned under extreme suspicion and remained so until 2464. As the Anti-Bandit Offensive began, the “traitors” were given a choice: Join the fight or leave the planet to never return. Those who remained were organized into the Redemption Battalions, which are composed solely of these collaborators. After three years of service, the battalions will be dissolved and survivors will have their crimes forgiven. &lt;br /&gt;
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The Redemption Battalions are a mixed bag in quality. Those who do have prior fighting experience are nearly half of the total force and even then their experiences vary from being freshly levied troops to being veteran fighters under Yizarus rule. The battalions are often given the most exhaustive and dangerous tasks. These include disarming mine fields, probing areas for Yizarius Brigade members, and searching suspected hideouts. These already small units have seen their numbers whittled down due to attrition thanks to this. The equipment given to them is holdover melee weaponry and poor-quality armor. Power and energy weapons are prized items among these fighters as it is the best they’ll receive. &lt;br /&gt;
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Injury is no excuse for an early release. Those maimed in the fight are given simple prosthetics and sent back to the field. Scorned by other Tajara, and hated by the Yizarus Brigade, to be a member of the Redemption Battalions is to be in the worst position in this war. Most members seek to try and survive or make a dangerous attempt to flee. The leadership of the battalion rests in the hands of the Military Police who oversee it. These officers hold the right to punish members however they see fit. Stories persist of members who had successfully smuggled themselves off-world. &lt;br /&gt;
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=== Sinta Volunteer Forces ===&lt;br /&gt;
When the uprising came to an end, the Gakal’zaal Liberation Front had seized the planet from its former Unathi overlords - a situation that provided an odd opportunity for the planet’s Guwan. Contrary to most Unathi, they had acquired seemingly more opportunity with Tajaran rule of the planet - faced with a society that still discriminated against them, but couldn&#039;t care less about the crimes they had committed to earn their names. &lt;br /&gt;
The DPRA quickly capitalized on this, with the formation of the all-Unathi Sinta Volunteer Forces - made exclusively from Guwan, who were granted privileges greater than the other Unathi of Gakal’zaal. The Volunteers have the right to bear weapons, and to assemble freely - and there has even been some discussion of granting them the right to vote if and when Gakal’zaal holds elections. This proposition seems unlikely, however, as both Unathi and Tajara are united in opposition to the idea.&lt;br /&gt;
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Though they are forbidden from using firearms, the Volunteers are equipped instead with ‘thermal spears’ - fearsome weapons made from adapted industrial equipment, capable of creating a high-temperature plasma arc. The Volunteers are deployed in close-combat encounters, and often sent against the Yizarus Brigade - a task which many of the former Guwan relish, getting to strike back at the Karszekanic system that had treated them so poorly. Among Unathi, the Volunteers are doubly despised - for their Guwan status and their collaboration with the DPRA. To date, the Volunteer Forces have not been used to police Unathi neighborhoods for fear of tensions erupting, though the idea has often been proposed. &lt;br /&gt;
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These Guwan have forged something of a caste of their own - despised by their own people and untrusted by the Tajara, and one of the rare organizations on Gakal’zaal that is solely formed from and led by Unathi, though with some level of Tajaran oversight. The creation of the Volunteer Forces has driven a wedge between some of the more prominent Unathi and the DPRA government, but so far they have proved a useful tool for maintaining control of the planet, and it is unlikely their special status will change. &lt;br /&gt;
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Interestingly, some of the Volunteers have found an odd sense of camaraderie with the Tajara they fight beside - seeing parallels between the tales of the nobility who once ruled Adhomai and the current state of the Karszekani. Some of these Guwan are reported to have taken an interest in reading Al’mariist theory - though whether this is genuine support for the ideology or simply an attempt to gain further influence among the new society is hard to determine. &lt;br /&gt;
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=== Spearhead Chosen ===&lt;br /&gt;
Created by Maksym Razin in 2462 and funded by the [[Democratic_People&#039;s_Republic_of_Adhomai#Political_Parties|Followers of Nated]], the Spearhead Chosen is a unit of Religious Tajara fighting as volunteers in Gakal’zaal. The Spearhead Chosen are taken mostly from Ma’ta’ke followers with some S’rendarr and Messa worshippers. These fighters view the fight against the Yizarus Brigade as a holy war against alien religion. They see no distinction between the different faiths of the Unathi. To the Chosen, all religions that are not of the Tajara are to be put to the torch. &lt;br /&gt;
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These men and women are equipped with gear purchased on Adhomai. This is typically equipment from the Liberation Army there, such as bolt action rifles, pistols, and uniforms modified to be in the colors of the Followers of Nated party. Priests are an integral component of the Spearhead Chosen’s operations. They bless their weapons, lead daily prayers and worship, and are sometimes the first in the fray when the Chosen go to fight. Priests of the Ma’ta’ke pantheon who join the Spearhead Chosen take on roles relating to their gods. The Parivara maintains neutrality, so no official Sun Priests are allowed to join the Chosen. Instead, sympathetic priests work secretly to provide assistance while laymen theologists keep the spirits of the Twin Suns worshiping members high. The Kin of S’rendarr have taken note of the usefulness of the Chosen’s members for their own goals, and recruit viable candidates that are willing to join the society.&lt;br /&gt;
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To the ALA officers in charge of the anti-banditry campaign, the Spearhead Chosen are a mixed bag. While their fanaticism and willingness to fight make them determined troops, they often struggle to coordinate properly with other troops on the ground. This is to say nothing of the conflict that can arise when members decide to tear down a Unathi place of worship or harass Unathi instead of following orders. They’re often kept to the cities and bases until it is time to march out on a campaign. Most concerning however is that the Spearhead Chosen are more loyal to Razin himself than Huwaytat. Some fear that the Chosen will not be disbanded after the insurgency as promised.&lt;br /&gt;
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== Notable Individuals ==&lt;br /&gt;
&#039;&#039;&#039;Drokzsiz Yizarus:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
About the leader of the Yizarus Brigade himself, not much is known. He is reported to be a passionate and short-tempered man, though one who clearly has some degree of tactical knowledge which he certainly did not inherit from his father. It is known that he served a brief tenure as a junior officer in the [[Unathi_Military_Structure#The_Navy|Izweski Navy]], serving under his distant relative - the famed Lord-Admiral Trazarial Yizarus, who may have imparted some of his aptitude for command onto the young warrior. Regardless of where he learned from, however, Drokzsiz Yizarus has proved a skilled leader, capable of operating an insurgency far outside the traditional bounds of Unathi warfare, and proving a significant thorn in the side of the Democratic People’s Republic. &lt;br /&gt;
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Yizarus is a charismatic leader, having brought many off-world Unathi to his cause with the promise of land, wealth and glory - claiming that every man who fights for him would have a lordship when his birthright is restored. Whether he will keep this promise in the unlikely event of his victory remains unseen. The Karszekan himself has made no comment on the Yizarus Brigade, or the struggle for Gakal’zaal in general, since his formal stripping of Overlord Makar Yizarus’s title - and similarly, the Brigade has not issued any statements on the Karszekani itself. Likely, this is because Yizarus does not wish to alienate a potential ally - even if he is able to retake Gakal’zaal, he knows that he will need the Karszekan’s backing to hold it. &lt;br /&gt;
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Yizarus is known to possess several translations of the Manual of the Adhomian Guerilla - a book which is considered to contain the core of the ALA strategy during the Second Revolution, and likely one which has influenced the Brigade’s strategy, as several of the improvised bombs and firearms used by their warriors are originally of Tajaran design. What his personal views are on the dishonorable tactics used by his forces is an enigma, but he has shown no signs of hesitation in adopting the tactics of an insurgent.&lt;br /&gt;
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&#039;&#039;&#039;Ershe Hasuzohi:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Former planetary chapter-master of the Merchants’ Guild, Ershe Hasuzohi made her fortune from Gakal’zaal - nearly every piece of the planet’s interstellar trade paid its dues to her prior to the uprising. When the Gakal’zaal Liberation Front seized control of the planet, Hasuzohi became the unofficial leader of the planet’s Unathi following the Overlord’s death. Through this position, she was able to work out an effective deal that saw her and her fellow merchants remain a key part of the Gakal’zaal economy - allowing her to maintain a great deal of influence over the world she had made her own. &lt;br /&gt;
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Under the DPRA’s rule, Hasuzohi acts as an intermediary for disputes between Unathi and Tajara communities, helping to keep the delicate peace between the two populations. This fact has not made her popular among Sinta outside of the guilds, having earned her a nickname among the planet’s Unathi - “The Bowing Queen”. Despite this status, Hasuzohi has never been a direct target of the Yizarus Brigade’s attacks - leading some to suspect she is a clandestine supporter of the rebel group. &lt;br /&gt;
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Her relationship with Andranik Huwaytat is an amicable one, with the two having formed something of a friendship in the years since the uprising - albeit one that was shaken deeply by the creation of the Sinta Volunteer Forces. In a rare case, Hasuzohi was unable to sway the government on the issue, and she views the all-Guwan militia as a mistake that will inevitably bring ruin to Tajara and Sinta alike. &lt;br /&gt;
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Following the bankruptcy of the Merchants’ Guild, Hasuzohi has happily discarded the remnants of her former affiliation, though she is known to maintain ties to the smuggling syndicate known as the Silver Scales. Though she does not make it publicly known, the bankruptcy has cost her a great deal, forcing her to rely increasingly on Tajaran employees rather than Unathi guildsmen for the transportation of goods.&lt;br /&gt;
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&#039;&#039;&#039;Leziuz Guwan:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A former soldier from the Zazalai Mountains, Leziuz was made Guwan for the murder of a clanmate in a drunken brawl. Through the use of forged papers, he stowed away as a settler towards Gakal’zaal, hoping to gain wealth and influence that a Guwan could not possibly acquire on Moghes itself. Arriving in New S’th, Leziuz was drawn in by the criminal underground, and quickly made a name for himself as first an enforcer, then a leader in one of the city’s gangs. &lt;br /&gt;
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When the uprising came, Leziuz saw an opportunity - joining the Sinta Volunteer Forces offered him both a chance at wealth and power, and an opportunity to get some payback on the Karszekani that gave him his Guwan name in the first place. He turned his coat happily and without regret, and his aptitude for both battle and leadership brought him to the attention of Andranik Huwaytat, who placed him in command of the Volunteer Forces. &lt;br /&gt;
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Leziuz is known to be a vicious, greedy and cruel man - often taking advantage of his newfound authority to extort the Sinta of Gakal’zaal, and delighting in the chance the Volunteer Forces give him to indulge his grudge against the nobility for naming him Guwan in the first place. His name is synonymous with traitor and collaborator among the Unathi population, and that suits him just fine. After all, he cannot stop his fellow Unathi from hating him for what he is - but he can make sure that they fear him, too. This reputation is part of why he was chosen as the unit’s commander - he can lead his men and bring them into line effectively, but very few of the Volunteers have any love for the man, or would choose to be loyal to him should he come into conflict with the DPRA.&lt;br /&gt;
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Both Unathi and Tajara are wary of Leziuz’s future ambitions - the man is, after all, a thug and a criminal. Ershe Hasuzohi believes his greed will lead him to attempt a coup against the Tajaran government, and has criticized Andranik for allowing such a wretched individual any measure of power. Whether these beliefs are founded remains uncertain - but for now, it seems, Leziuz Guwan remains loyal to the new masters of Gakal’zaal, kept in line by the promises of plunder and revenge.&lt;br /&gt;
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&#039;&#039;&#039;Uezak Ahzasa:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Born a rural peasant in the [[Southlands]] of Moghes, Uezak Ahzasa was a well-off guildsman of the [[Unathi_Guilds#The_Construction_Coalition|Construction Coalition]], having risen through the ranks and overseen the construction of Makar Castle at the behest of the new Overlord. As the guild continued to build much of Gakal’zaal’s modern infrastructure, Ahzasa stayed on, with Overlord Yizarus appointing them as the space station’s Chief Engineer shortly after its completion - a highly prestigious position for a commoner to reach. When the uprising began, however, Ahzasa saw the writing on the wall, despite Yizarus’s belief that Makar Castle was unassailable. Following the Overlord’s death, Ahzasa surrendered on behalf of the station and its Unathi workers, hoping that the victorious revolutionaries would realize the importance of being able to maintain the Castle.&lt;br /&gt;
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Now, Ahzasa leads the Makar Guild - a union of the Free Gakal’zaal Station’s Unathi crew. The Guild plays an invaluable role in keeping the station running, undertaking much of the skilled work required to keep it operational. Though the junta has attempted to gain more power over the station, collective action on the Guild’s part has largely kept them secure in their positions. Ahzasa themself is reported to be a rather blunt and straightforward individual, not particularly fond of small talk or negotiation - but generally well-liked by members of the Makar Guild. They are reportedly very personally attached to the station, having been on board since the earliest days of its construction, and have allegedly dismissed the possibility of returning to Karszekani space, as it would require them to abandon their greatest project.&lt;br /&gt;
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Politically, Ahzasa is in a difficult situation, with the junta pushing for greater control of the station’s systems, with prior attempts having been made to suppress the Makar Guild. Threats of shutting off station power, communications and atmospherics have dissuaded these conflicts from ever escalating into open violence, but social unrest between the Guild, the Tajaran workers, and the DPRA militia aboard remains a seething undercurrent, ready to boil over at the slightest provocation. In spite of this, and their active role in the politics of the station, Ahzasa is reportedly dismissive of it - whether a Tajaran junta or an Unathi lord, what matters to them is the safety of their workers and the chance to continue working on their beloved station.&lt;br /&gt;
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&#039;&#039;&#039;Andranik Huwaytat:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rhaza-Akhran of Gakal’zaal, Huwaytat is the most powerful individual on the planet. His junta controls the levers of power and rules the government of the planet. Huwaytat himself hails from Adhomai’s Harr’nrr region. He had been part of the ALA partisan activity there during the Second Revolution and distinguished himself as a competent cell leader. After the truce with the New Kingdom, Huwaytat effectively disappeared from DPRA and NKA records. He appeared the same year in reports of rabble-rousers to Lord Yizarus. &lt;br /&gt;
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Huwaytat’s ideology can be sufficiently described as pro-Huwaytat. From his years leading a liberator cell to his rule over Gakal’zaal, Huwaytat has always sought to circle himself tightly with allies and keep a vigilant eye on enemies within and without. A learned experience from his time combating spies in the cells of Harr’nrr. For now he ensures his personal clique is dominant in the junta while trying to play the other factions against each other. His primary concern is finishing the job of securing Gakal’zaal while also building up the PVSM. &lt;br /&gt;
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Huwaytat’s path is unclear, and that is how he prefers to keep it. His propaganda presents him as the righteous hand of rulership, his ceremonies and speeches praise the civilian government, his cronies meet with ALA generals, his material donations go to both of these sides. These are all acts to obscure his intentions to anyone trying to pry into his next move. &lt;br /&gt;
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&#039;&#039;&#039;Yesenia Ivanyutina:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Born in a family of First Revolution veterans from Northern Ras&#039;nrr, Yesenia Ivanyutina joined the Liberation Army at a young age. In her time as a guerilla, she was infamous for murdering Hadiist personnel while they were off-duty or defenseless. In one of her daring operations, she killed an officer by hiding a bomb inside his pillow; that day, his children&#039;s victims were visiting their father. Thanks to her skill and ruthlessness, she quickly attracted the attention of [[Notable_Tajara#Commander_Kyff_Hotak|Commander Kyff Hotak]]. Yesenia was recruited into the commandos and continued to act in her homeland until the end of the Second Revolution.&lt;br /&gt;
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After the war, Ivanyutina remained in Northern Ras&#039;nrr. Due to the isolation of the junta, little is known about her time there; it is speculated she acted as Hotak&#039;s eye over Ahem. At some point during the revolt on Gakal&#039;zaal, she moved to the planet as a volunteer. Ivanyutina continued her campaigns of infiltration and terror at the colony. She would frequently attack Unathi and Tajaran civilian targets. Because of her actions during the rebellion, it is rumored that she has a collection of Unathi skins and horns.&lt;br /&gt;
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With the liberation of Gakal&#039;zaal, Yesenia remained on the planet as part of the local Liberation Army garrison. Shortly after the creation of the Redemption Brigades, Ivanyutina was given control of the unit by Andranik Huwaytat. It is suspected that her appointed as part of a secret deal with Commander Hotak, who wanted to expand his influence on the planet. At the command of the brigades, she makes extensive use of their status as dispensable soldiers. Her fearsome reputation and draconian punishments help in maintaining a semblance of order among the forces&#039; ranks.&lt;br /&gt;
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In Gaka&#039;zaal, Yesenia aligns herself with the more xenophobic and authoritarian elements. In her opinion, the planet would be better off without the Unathi and under the direct control of the military. While her influence and power are far from rivaling Andranik, she has a growing net of informants and supporters. Even if some consider Ivanyutina another pawn in the struggle between Hotak and Hro&#039;rammhad for the control of the ALA, Yesenia certainly has a vision for the colony. If she is to ever reach the status of Rhaza-Akhran, the more extreme wing of the Liberation Army would have a planet&#039;s worth of resources under their control.&lt;br /&gt;
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&#039;&#039;&#039;Milonkar Parzzinov:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Milonkar Parzzinov was the fifth child in a family of urban workers in Dolor, born in 2433. His family at this time had been struggling to adapt to their new lifestyles after being moved off their land because of collectivizing measures in Southern Harr’masir. Parzzinov began a life of crime at a young age, stealing goods to sell for a black market mafia as a child. He was eventually caught and sent to a reform school by the state. By age sixteen he had left for Das’nrra to pursue a career as a truck driver. Two years later, the Second Revolution began. Parzzinov returned to crime as a getaway driver for robbers who often used their gains to support ALA cells. Eventually he had the opportunity to assist members of the Hro&#039;rammhad Tank Corps’ mechanized infantry. Pazzinov proved himself to have steel nerves behind the wheel and was inducted into the ranks. &lt;br /&gt;
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In the peace after the Second Revolution Parzzinov worked with the DPRA’s researchers to help test new vehicle designs and tactics. His assistance in developing mechanized warfare tactics allowed him to get into [[Notable_Tajara#Commander_Kahan_Hro&#039;rammhad|Commander Kahan Hro’rammhad’s]] good graces. When the Gakal’zaal conflict began Pazzinov led other members of the corps to Gakal’zaal in order to assist with gunwagons in the conflict. Parzzinov took Hro’rammhad’s tuteluge to heart. He stressed the winning of hearts and minds to his men, preventing them from abusing any population Unathi or Tajara. Since the victory on the planet he continues to lead the gunwagon fleets and co-ordinates operations that involve them during the anti-banditry campaign. &lt;br /&gt;
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Parzzinov’s clique seeks to establish a lasting peace on Gakal’zaal through unity between the two species and a democracy beholden to the citizenry. These lofty goals have seen him make overtures to the Unathi in the Huwaytat junta in the hopes that concessions could create a path to his goals. However, Parzzinov remains a driven Al’mariist. To him Republican and Monarchist influences must be taken out through re-education, and the Unathi are no exception to this. It is widely believed that Hro’rammhad actively communicates with Parzzinov to limit Hotak and Yesenia’s influence over the junta. Regardless, his hopes for the colony are utterly opposed to Yesenia’s views.&lt;br /&gt;
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&#039;&#039;&#039;Vahzirhalrr Drrawa&#039;jur:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Vahzirhalrr Drrawa’jur was born to the Drrawa’jur, a powerful Hharar family which ruled over several of the Tajaran settlements on the planet. During the Karszekani rule of Gakal’zaal, the Drrwa’jur were prominent collaborators, being raised to position of minor nobility by the Overlord and growing wealthy from their connections to the guilds. Vahzirhalrr was roughly of an age with the Overlord’s son and heir Drokzsiz Yizarus, and the two were reportedly close friends during the Karszekani’s occupation. When the uprising came, several of the Drrwa’jur were executed by Makar Yizarus despite their loyalty to the Karszekani- and the survivors fared little better, with nearly the entire family being either killed or forced into Redemption Battalions for their collaboration.&lt;br /&gt;
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During the occupation, it was commonly gossiped that Vahzirhalrr had a secret lover - a Zhan-Khazan. While the local Tajara frowned upon this, the Unathi masters of the planet did not share this sentiment, and few were willing to risk angering a personal friend of the Overlord’s son by accusing him of such things to his face. Both the Karszekani’s lax approach to the caste prejudice and the authority his family had found themselves wielding appealed to Vahzirhalrr, who reportedly became quite taken with learning about Unathi society and culture. After the uprising and the establishment of the Huwaytat junta, evidence was found that Vahzirhalrr had carried on a clandestine relationship with Valeriy El-Regorova, a Tajaran worker with the Merchants’ Guild. El-Regorova was imprisoned as a Karszekani collaborator and later drafted into a Redemption Battalion. His service there would be short, as he was killed during the clearing of a minefield in 2464.&lt;br /&gt;
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Of Vahzirhalrr himself, however, no trace could be found. He was suspected to have fled alongside Drokzsiz Yizarus, and perhaps aided in the Yizarus heir’s escape - but no trace of the last Drrawa’jur could be found. While the junta did not declare him dead, and wanted posters bearing his likeness could be seen across their territory, he was largely suspected to be another unidentified casualty of the uprising. This would change in 2465, when information was leaked about the existence of the Returnal Society, with sources indicating that Vahzirhlrr was not only alive, but had been acting as the Society’s spymaster for years. Since then, a large bounty has been placed on his head - second only to that placed on Drokzsiz Yizarus himself.&lt;br /&gt;
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Personally, Vahzirhalrr was reported to be quite taken with Unathi culture, particularly romanticized ideals of Unathi honor and martial culture - reportedly having gone as far as to study Unathi sword techniques during the occupation. He is known to have booked a trip to Moghes in the company of several minor Unathi nobles, though the uprising prevented him from departing the planet. Those who met him prior to the uprising described him as being cordial and well-spoken, though quick to disparage the “backwards ways” of Adhomai. Intelligence on him now is considerably rarer, though the fragmented information gained from prisoners and junta spies indicate that he holds a bitter and personal grudge against the DPRA, and has sworn to kill Andranik Huwaytat.&lt;br /&gt;
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== Free Gakal&#039;zaal Station ==&lt;br /&gt;
When Overlord Makar Yizarus was granted control of Gakal’zaal, he hired the [[Unathi_Guilds#The_Construction_Coalition|Construction Coalition]] to create an unassailable seat of power in orbit of the planet. The space station, named “Makar Castle”, acted as the center of the Karszekani’s power during their rule of the planet. At the end of the uprising, the Castle was assaulted using stolen Merchants’ Guild transports, allowing the Liberation Front to capture the station and decapitate the Unathi command structure.&lt;br /&gt;
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The station was occupied by Tajaran revolutionaries, and with the planet’s decision to join the Democratic People’s Republic the repurposing of the station became a high priority due to the lack of interstellar infrastructure in the DPRA’s territory on Adhomai. However, a problem was rapidly encountered - very few of the Tajara on Gakal’zaal had any kind of knowledge that would be suited to operating a space station. Reluctantly, many of the surviving Unathi crew of the station were granted pardons as some of the few with the requisite training to operate and maintain the newly designated Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
The station is slowly becoming an eclectic mix of the original design and arbitrary additions. These ramshackle additions are matched by modifications made to the rooms within the station. What were once Unathi dining halls are now privately-owned restaurants, the barracks become hotels, and the former throne room of the Yizarus clan is now the Rrhaza-Akhran’s command room. Curiously, a fair number of rooms and sections not noted on the blueprints have been found.&lt;br /&gt;
&lt;br /&gt;
The DPRA has become reliant on the infrastructure on Free Gakal’zaal Station. Being the only station owned by the fledgling nation, it is home to the dockyards required to create and maintain its fleet. Still in its infancy, the People’s Volunteer Spacer Militia once grew rapidly. However, as resources began drying up, the dockyards shifted further away from the military production required by the PVSM and began catering more towards freighters and unscrupulous businesses. Once operating numerous dockyards, many have been shut down as the phoron scarcity dries up the demand for the station’s dockyard. However, the PVSM continues to fund the dockyards as they remain a critical military asset for the DPRA.&lt;br /&gt;
&lt;br /&gt;
Some officials, perhaps speaking dramatically, have talked of transforming the station into the first Tajaran space city - though so far, these proposals have led nowhere.&lt;br /&gt;
The station’s population is a fairly even mix of Unathi and Tajara, with many having worked there since before the uprising. The Unathi tend to be former guildsmen working in engineering roles, taking advantage of their skills and knowledge to maintain relevance and higher pay. The Tajara, on the other hand, tend to work in less skilled roles such as janitors or guards.&lt;br /&gt;
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The Unathi hold their own union in the form of the Makar Guild. Regular protests and the shutting off of the station’s power whenever the local authorities attempt to suppress the group have allowed the Unathi workers to keep their positions and steadily work with the government for better pay and benefits. One particular point of contention has been the station’s temperature. Whereas Tajara prefer it at 15 degrees Celsius, the Unathi prefer 22. Most protests are held over the station overseers turning it to 15 before the Unathi shut off the power and demand it be flicked back up. Tajaran workers from the Free Gakal’zaal Station identify themselves with armbands or bandanas that are black with white stripes while Unathi identify themselves with red and orange armbands, traditions that both species carry off-work.&lt;br /&gt;
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The station is a key point in Gakal’zaal’s connection to the interstellar economy. Trade was once the primary activity occurring at the station with vessels stopping for fuel and supplies. While still common, trade has since slowed as the station struggles to source phoronic fuel, and as the galactic economy slows down. In their place, pirates and smugglers have grown. This has turned the station into a hotbed of smuggling and other illegal activities, with many Tajaran smugglers having set up shop there following the uprising. This has brought new customers, in the form of [[Unathi Piracy|Unathi pirates]] - with the station having become acknowledged as something of a neutral ground between fleets. So long as the right bribes are paid to the Spacer Militia, pirates are able to sell their ill-gotten gains and enjoy a relatively safe port in the chaos of the Badlands - and the DPRA is able to conduct trade in the region with minimal risk of pirate attacks. Though tensions remain high between the Unathi and Tajara populations, many of the smugglers and pirates who operate there have formed close business ties - though fights are not uncommon between visiting pirates and the more law-abiding Sinta of the Makar Guild.&lt;br /&gt;
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Some of these pirates and smugglers are known to do business with the Yizarus Brigade, and while the Spacer Militia ignores most illegal activity on the station they will crack down with brutal force on those suspected of supplying the Brigade. In spite of the government’s efforts to stamp it out, this trade persists, with weapons and supplies being smuggled through the planet’s spaceports and placed in the hands of the guerillas. &lt;br /&gt;
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Not all pirate fleets respect the station’s status as a neutral ground, however. Some fleets continue to raid traffic going into and out of the system, with some ships of [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan’s Raiders]] having been reported attacking Tajaran cargo vessels leaving Gakal. Though the Raiders have not yet taken this beyond small-time harassment, both the Spacer Militia and other fleets fear that these attacks could be the precursor to a full-scale assault on the system.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=39155</id>
		<title>Notable Unathi Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=39155"/>
		<updated>2026-05-03T12:47:53Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Karszekani Moghes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Overview =&lt;br /&gt;
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With their first interstellar-worthy ship leaving Moghes on [[Contact_War#The_Uezwik_Incident|the 3rd of February 2438]], and the [[Karszekani Moghes]] itself being slowed down in this endeavor by the following Contact War, Unathi have only very recently begun to colonize worlds. Compared to the other main powers of the Spur, these colonies are few and far between, and relatively small. Still, some ended up turning more or less important, for the Unathi, or for the rest of the [[Orion Spur|Spur]].&lt;br /&gt;
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= Main Karszekanic Colonies =&lt;br /&gt;
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Being the main Unathi power in the Spur, most Sinta colonies are part of the Karszekani Moghes. Other than Ouerea, Each of these colonies, due to their limited size, are led by a single lord, each directly under the orders of the Karszekan himself. &lt;br /&gt;
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== Ouerean Confederation ==&lt;br /&gt;
&lt;br /&gt;
Ouerea was originally settled in 2390 and was intended to be the Karszekani&#039;s first planetary colony. Though the colony’s first days were slow, the first contact, and assistance from Skrell and Humans allowed the colony to grow quickly. By the time the Contact War came, Ouerea found itself with next to no ways to rely on the Karszekani, and ended up self-governing, occasionally receiving assistance from other species, which even led to some Skrell and Humans moving there. After the Contact War, and when the time for the Karszekani to claim the colony back came, clans across Ouerea came together under the banner of the Confederation of Ouerea. This revolutionary movement was unsuccessfully suppressed by the alarmed aristocracy, and it became unstoppable. Despite the objections from the Overlord of Ouerea, who went as far as to assassinate rebel negotiators, they were granted limited self-rule by Not&#039;zar Izweski. Angry with this, the Overlord Yiztek tried and failed to assassinate the Lord-Regent, and was summarily deposed and his entire clan made Guwan.&lt;br /&gt;
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=== The “Ouerean Model” Government ===&lt;br /&gt;
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Following the revolution of 2460, the feudal system has been completely abolished on Ouerea - replaced with democratic governance by an elected body known as the Synod of Scales. Each city on Ouerea elects representative to the Synod dependent on size - though one of the terms of the peace between Ouerea and the Karszekani was that only Unathi would make up the speakers of the Synod, and that they would answer to an Overlord chosen by the Karszekan. This was later amended to give the planet&#039;s Skrell population a single non-voting seat, though the humans of the planet are still without any representation.&lt;br /&gt;
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In recent years, Ouerea has once again been plunged into unrest, as the aquacultural efforts of [[Hephaestus Industries]] potentially threaten the planet&#039;s ecology. Protests on Ouerea turned into riots, which were mercilessly struck down by Izweski bannermen. As Hephaestus seizes ever more power within the nation, Ouerea grows restless - and many fear or hope that a second revolution will come, one that will finally see Ouerea liberated from the Izweski yoke.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ouerea can be found [[Ouerea|here]].&lt;br /&gt;
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== Reztek-III ==&lt;br /&gt;
&lt;br /&gt;
Reztek-III, third planet of the Reztek system (Originally known as K2-3554 before the Karszekani claimed it) is one of the largest Unathi colonies in the Spur. Compared to most Human or Skrell colonies, however, it is quite a small settlement. Reztek-III was one of the very first Unathi colonies established outside of [[Uueoa-Esa]], with the first Unathi landing on the planet’s surface in late 2450. Reztek is a rather young world, and though the atmosphere is breathable, most of the surface is covered in black dirt and dark rocks, with minimal vegetation aside from moss and most fauna being planktons and primitive forms of marine life. Though the planktons are edible, and generally considered a delicacy by the locals, this is not enough to sustain the local population, and they mostly rely on “fish domes” which house massive pools that can be used for aquaculture, generally holding enough Moghes-imported [[Moghes#Orszi_(Swarm_Fish)|Orszi]] fishes to feed a whole village. Though many treat the planet as quite bland and boring, there are next to no threats to locals aside from occasional earthquakes, which allows the population to grow surprisingly quickly.&lt;br /&gt;
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With Moghes still endangered by the growing [[The_Wasteland|Wasteland]], the threat of famine is looming and the Karszekani has begun funding the construction of new fish domes, as well as considering terraforming efforts to make Reztek-III’s waters fit for Moghesian fishes, effectively turning the planet into the breadbasket (or fishbasket in this case) of the Karszekani, something that has, for now, been slow to come due to Ouerea taking priority thanks to its proximity to Moghes. Most of the local culture revolves around this concept, and Reztek-III inhabitants are slowly growing a reputation for being talented “fish farmers”. It is currently led by Lord Kosun.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Most Unathi colonists are chosen by the Karszekani and very often from the Karszekani, thus it’s not surprise that the overwhelming majority of them are of the [[Sk&#039;akh]] faith. This does not change with Reztek’s people, though they have their own take on the Karszekani’s faith. Of all three of Sk’akh’s figures, Reztekians grant much more importance to Verrix, the Fisher, rather than the Healer or Warrior. With Reztek being such a bland world, and little to do in its small settlements, work is more than just duty, but also a form of recreation on its own, and work is exactly where Verrix is the most important. This has reached the point where one of the largest settlements completed a church almost entirely dedicated to the Fisherman.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Labor is an extremely important part of Reztekian life. Beyond the importance of their work to the Karszekani itself, Reztek itself is such a bland planet, along with their settlements still too small to house many amenities and recreations, that work is often seen as a form of recreation on its own. Reztekians happily march to work, sing together as they tend to the fishes, often songs revolving around the work itself, and tend to keep working for as long as they can. Work is where people bond, where hatchlings are educated and laziness is not just frowned upon, it is also seen as nigh-antisocial conduct. Naturally, not everyone works in Aquaculture; healers, soldiers, artisans, dockers, and much more all exist too on Reztek, and though perhaps not that intense in some roles, this work culture still permeates no matter the profession.&lt;br /&gt;
&lt;br /&gt;
Holidays revolve around work as well and are often celebrated AS they work and tend to their fish. The ONE holiday when Reztekian do not work, or at least, work as little as necessary, is on Landing Day, celebrating the very first steps taken on the surface on Reztek on the 29th of October 2450.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
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Lord Kosun rules upon Reztek. Like any Reztekian, he embraces this culture of work, though obviously, his work is more of a bureaucratic nature. Still, Kosun’s devotion to his work ensures that not one of his people’s inquiries goes unanswered and that the logistics of handling a colony, especially the transport of food back to Moghes, goes as smoothly as possible. To non-Reztekians, his propensity to shun “traditional recreation” and celebrate work may seem cynical if not abusive, but to those that live in the colony, it is exactly what made him a very popular figure.&lt;br /&gt;
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== Gehki ==&lt;br /&gt;
&lt;br /&gt;
Gehki is the only planet orbiting a star known as Ethi-Esa. Located near the Karszekanic-[[Empire_of_Dominia|Dominian]] border, Gehki was considered a strategic location even before the first Sinta set foot on it in late 2456. From day one, the Karszekani worked on turning Gehki, a lush and welcoming but otherwise uninteresting world, into a large docking spot for its fleets. Soon enough, multiple stations in orbit, several storage facilities, factories, and orbital defenses were built, and continue to be built across the planet’s surface. It’s not rare for most Unathi fleets (especially the [[Unathi_Military_Structure#The_Fleets|Fourth Fleet]] led by Admiral Xitac) to stop by Gehki, so much so that many families of Unathi navy crewmen chose to move to Gehki rather than stay on Moghes. This led to a substantial growth in the population of the colony, and the Karszekani started investing in more civilian installations for the locals as well. Civilians or not, Unathi from Gehki generally adopt a very stern, military-like culture.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi colonists are of the Karszekani, and Sk’akh worshippers, but Gehki colonists are noteworthy for being exceptionally patriotic. A considerable part of the locals being from the families of navy crewmen, and the rest still working in close proximity with the Navy. Naturally, then, the average Gehki colonist is as close to the Karszekani as possible, and thus, absolutely embraces the Sk’akh faith.&lt;br /&gt;
Due to the nature of the colony, and the career of most locals, of the three Sk’akh figures, it is Mukari, the Warrior, that receives the most prayers and offerings. Local priests tend not to ask for just the local population to be blessed and protected, but also for Mukari to watch over the Navy crews that stop by the planet, and fight for their safety… and the Karszekani’s.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Life on Gehki is governed by Karszekani Navy ships coming and going, by crews looking for resupply, and by incursions to defend against. While there are technically holidays on Gehki, they are very rarely celebrated, as duty comes before such events. These holidays, though, aside from the day of the first landing (celebrated on the 4th of November), generally revolve around nearby Karszekanic victories, may it be against pirates or other threats.&lt;br /&gt;
Gehki itself is very rarely threatened by pirates, as the planet is too heavily defended, but that doesn’t mean that it is safe from other threats. Perhaps the greatest foe the colony can occasionally face are Grudgebearers, members of [[Unathi_in_Dominia#Salak_Kazhkz|Salak Kazhkz]]&#039; fleet of Privateers. No matter what, all Gehki colonists are taught on how to fight so that if the worst was to come, the entire colony could fight any force brave or foolish enough to invade the planet.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Gehki is currently led by Lord Ardak, an old Sinta who made his name during the [[Contact_War|Contact War]] as a young but cunning Karszekanic officer. After the war, he continued to serve the Karszekan and swore allegiance without question to Not’zar. Though he was a good army officer, Ardak’s calling was space in the end, his “Treaty of Interstellar Military Logistics”, an essay still read by Unathi Admirals and Captains for the valuable theory and information provided, cemented that. The Karszekan would give him a spot in the Navy, but not the admiralty many were expecting, instead a role to support the entire Navy itself by ruling over a colony that would prove essential for its operations.&lt;br /&gt;
Ardak proved to be a good leader, both in civilian and military matters, though that is mostly because the locals eagerly welcomed his martial rule. The people of Gehki are, so far, satisfied with their Lord’s rule, but many think that  as the Colony will grow and welcome more people, more civilians, perhaps someone less military-oriented should be chosen when the time to replace Ardak will come. Lord Ardak’s one weakness might be diplomacy, though he thankfully mostly keeps to himself, his world, and the Karszekani.&lt;br /&gt;
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== Iroue ==&lt;br /&gt;
&lt;br /&gt;
Located near the northern border of the Karszekani’s territory in the Aldrad System, Iroue is a planet ripe with minerals ready to be extracted. It is also a planet with an acceptable average temperature (at least for Unathi) of 22°C, livable pressure, and gravity, though the toxic methane-based atmosphere forces locals to wear masks and air bottles when heading outside. The Karszekani’s goal is to eventually turn the colony, established in 2455, into an industrial powerhouse, but this turned out to be quite a complicated affair. The colony is distant and relatively isolated from other Karszekanic settlements, and the presence of various threats, mainly the many pirates inhabiting the Sparring Sea (Unathi or otherwise) are a constant threat to the colony. These combined environmental and locational factors contribute to making the Iroueans a surprisingly hardy people. Despite this reputation, , Iroueans have also learned to rely on nearby colonies, mercenaries, and more cooperative [[Unathi_Piracy|pirate fleets]], through diplomacy for support.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Iroueans are, unsurprisingly, worshippers of Sk’akh like most other Hegemonic colonies. They, however, happen to be much more tolerant of other religions than most of their peers, mostly a consequence of Iroueans diplomacy. For instance, a small but noticeable part of the population follows the [[Unathi_Piracy#Religion_and_Beliefs|Sik&#039;amakh Th&#039;akh]] faith, a unique take on the Th’akh faith mostly followed by Unathi pirates and that some embraced after discovering it when in contact with more cooperative Unathi fleets.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
The People of Iroue are known for being surprisingly hardy and are proud of this reputation. They rarely hesitate to make the hard choices if these are the more efficient ones in the end. In most situations, though they are not heartless, far from it. Contact and diplomacy with nearby Human colonies up North, for instance, had them learn about their alien neighbors&#039; way of life; at least more than most other Sinta within the Hegemony.&lt;br /&gt;
Iroueans mostly stick to common Hegemonic holidays with the addition of the first landing day’s celebrations, celebrated every year on the 11th of April. No matter the holiday, though, Irouean often add a unique flair to it with their masks.&lt;br /&gt;
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Breathing masks are an essential part of life on Iroue due to the planet’s toxic atmosphere, and became an integral part of the locals’ life. Breathing masks are often painted and decorated, each becoming a unique piece, and Irouean often keeps multiple masks, each personalized in unique ways and kept for various events; one mask might be kept for work days, while another is used for days off, another for days of celebration, and so on. Iroueans often grow attached to these masks and keep them when leaving Iroue.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
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Iroue is under the leadership of Lord Izuzi. Izuzi faced many hardships ever since his arrival on Iroue, yet, not unlike the rest of his people, he kept fighting, finding new ways to deal with problems and protecting his colony. Many Iroueans see themselves in Iroue’s rule, and thus give them their support. Irzuzi himself isn’t exceptionally good or bad as a leader, his main talent lies in diplomacy. Faced with so many threats, from pirates to intrusions from ex-Solarian warlord-state forces from the North, and with little means to defend the colony directly, Iroue meets leaders of neighboring colonies, Hegemonic or otherwise, contacts more friendly Unathi fleets, and tries to find allies wherever he can to weather whatever storm comes his way.&lt;br /&gt;
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== Gwim’zala ==&lt;br /&gt;
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A moon world in the Youthstone star system, it was originally a large headquarters for raiders and pirates. In May of 2459 a joint operation between the [[Empire of Dominia]] and the Hegemony [https://forums.aurorastation.org/viewtopic.php?p=98835#p98835| destroyed the pirate headquarters]. The battle was swift and decisive, with the two powers growing tense over which of them would seize the planet. Eventually the Izweski gained the system, while the Empire gained a majority of the pirates&#039; loot. The liberated world of C-19B was renamed Gwim&#039;zala and was opened to settlement by enterprising Sinta&#039;Unathi. Its Overlord is the elderly &#039;&#039;&#039;Zutazki Gwim&#039;zala&#039;&#039;&#039; of which the planet gets its name.&lt;br /&gt;
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The planet is sparsely populated with 12,500 Unathi. Most colonists are hardy frontiersmen who are living in a wild, untamed world. Outside the Overlord and his family within the sole city of &#039;&#039;&#039;Oyutazi&#039;&#039;&#039; the planet is notably absent of a landed nobility, as the young colony has still not been partitioned.&lt;br /&gt;
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The entire system the colony is in faces intense and repeated attacks by marauding pirates and raiders, and there are nearly twice weekly skirmishes between them and the Izweski Navy. It is an open secret that the [[Empire of Dominia]] is offering large rewards to marauders that attack the system, but there is no firm proof that would allow the Hegemony to honorably retaliate. Because of this, many Unathi within the navy find that battle in Youthstone can be where they prove themselves in battle.&lt;br /&gt;
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= Other Notable Unathi Colonies =&lt;br /&gt;
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Some Unathi colonies and settlements that, while they do not belong to the Hegemony, are still noteworthy.&lt;br /&gt;
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== Gakal&#039;zaal ==&lt;br /&gt;
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Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter Tau Ceti or the Sol Alliance. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. This continued until 2457, when a new fleet of the Hegemony, commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
&lt;br /&gt;
The Unathi conquest was not well received by most of the population, civil unrest, and armed resistance continued against the new masters. The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
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Though Gakal&#039;zaal is now under the control of the Democratic People&#039;s Republic of Adhomai, a sizable Unathi population remains on the planet. Tensions between these sinta and Tajara locals are high and conflict occasionally happens between various armed groups. Along with this, the Hegemony is still considering gaining back control over the colony, or at least assisting the Unathi locals left there.&lt;br /&gt;
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More information on the politics and history of Gakal&#039;zaal can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
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== Ha’zana ==&lt;br /&gt;
&lt;br /&gt;
Also known as the Harrow of Fangs, or the Fang Protectorate of Ha&#039;zana officially, Ha’zana is effectively a pirate world. Originally, the planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale. &lt;br /&gt;
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The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. It is the enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild that harvest that became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi. &lt;br /&gt;
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More information on the politics and history of Ha’zana can be found [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|here]].&lt;br /&gt;
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= Mercantalism: All Goods Flow To Moghes =&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
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The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
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= Colonial Fleets =&lt;br /&gt;
Colonial Fleets are a new sight in the Spur, originating in the Badlands and seen pretty much exclusively in this sector. With the Phoron scarcity preventing the Hegemony from using most of its fleets to defend its assets, many of its colonies are left to fend for themselves, but between the many Unathi pirate fleets, the rising tensions with Dominia, and the many other dangers that the void poses, these relatively small settlements can have a hard time making it on their own. That is where the Colonial Fleets come in, fleets (though they sometimes can be made out of a single ship) of generally independent ships joining a colony, or in rarer cases, space stations or even large vessels to defend it against any threats. What differentiates these Colonial Fleets from mere mercenaries is that these fleets are meant to stay for more than just a single mission, but rather, remain with the colony on the long-term, patrolling in orbit when no apparent threats are there, staying ready to act if need be, and if not, acting as a deterrent to any would-be troublemakers.&lt;br /&gt;
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Colonial Fleets, while paid in credits, often reap many other rewards for their work with colonies. Their crews often get lodgings on the very planet they’re defending, and if possible, their ships will be maintained and supplied as well as possible, at minimal costs, if not for free. Crews from Colonial Fleets also tend to enjoy close knit relations they can form with the people they defend.&lt;br /&gt;
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These Colonial Fleets can be made up of anyone with a ship, and hopefully some kind of weaponry. These ranges from independent crews often looking for a place to settle down in, to locals from the very colony they’re defending attempting to form their own defence force, to even Unathi pirates themselves, whether as a minor fleet or even single crews looking for a little more honorable path to take without outright swearing fealty to the Karszekani.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=39154</id>
		<title>Notable Unathi Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=39154"/>
		<updated>2026-05-03T12:46:30Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Karszekani Moghes / High Kingdom of Moghes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
With their first interstellar-worthy ship leaving Moghes on [[Contact_War#The_Uezwik_Incident|the 3rd of February 2438]], and the [[Karszekani Moghes]] itself being slowed down in this endeavor by the following Contact War, Unathi have only very recently begun to colonize worlds. Compared to the other main powers of the Spur, these colonies are few and far between, and relatively small. Still, some ended up turning more or less important, for the Unathi, or for the rest of the [[Orion Spur|Spur]].&lt;br /&gt;
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= Main Karszekanic Colonies =&lt;br /&gt;
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Being the main Unathi power in the Spur, most Sinta colonies are part of the Karszekani Moghes. Other than Ouerea, Each of these colonies, due to their limited size, are led by a single lord, each directly under the orders of the Karszekan himself. &lt;br /&gt;
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== Ouerean Confederation ==&lt;br /&gt;
&lt;br /&gt;
Ouerea was originally settled in 2390 and was intended to be the Karszekani&#039;s first planetary colony. Though the colony’s first days were slow, the first contact, and assistance from Skrell and Humans allowed the colony to grow quickly. By the time the Contact War came, Ouerea found itself with next to no ways to rely on the Karszekani, and ended up self-governing, occasionally receiving assistance from other species, which even led to some Skrell and Humans moving there. After the Contact War, and when the time for the Karszekani to claim the colony back came, clans across Ouerea came together under the banner of the Confederation of Ouerea. This revolutionary movement was unsuccessfully suppressed by the alarmed aristocracy, and it became unstoppable. Despite the objections from the Overlord of Ouerea, who went as far as to assassinate rebel negotiators, they were granted limited self-rule by Not&#039;zar Izweski. Angry with this, the Overlord Yiztek tried and failed to assassinate the Lord-Regent, and was summarily deposed and his entire clan made Guwan.&lt;br /&gt;
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=== The “Ouerean Model” Government ===&lt;br /&gt;
&lt;br /&gt;
Following the revolution of 2460, the feudal system has been completely abolished on Ouerea - replaced with democratic governance by an elected body known as the Synod of Scales. Each city on Ouerea elects representative to the Synod dependent on size - though one of the terms of the peace between Ouerea and the Karszekani was that only Unathi would make up the speakers of the Synod, and that they would answer to an Overlord chosen by the Karszekan. This was later amended to give the planet&#039;s Skrell population a single non-voting seat, though the humans of the planet are still without any representation.&lt;br /&gt;
&lt;br /&gt;
In recent years, Ouerea has once again been plunged into unrest, as the aquacultural efforts of [[Hephaestus Industries]] potentially threaten the planet&#039;s ecology. Protests on Ouerea turned into riots, which were mercilessly struck down by Izweski bannermen. As Hephaestus seizes ever more power within the nation, Ouerea grows restless - and many fear or hope that a second revolution will come, one that will finally see Ouerea liberated from the Izweski yoke.&lt;br /&gt;
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More information on the politics and history of Ouerea can be found [[Ouerea|here]].&lt;br /&gt;
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== Reztek-III ==&lt;br /&gt;
&lt;br /&gt;
Reztek-III, third planet of the Reztek system (Originally known as K2-3554 before the Karszekani claimed it) is one of the largest Unathi colonies in the Spur. Compared to most Human or Skrell colonies, however, it is quite a small settlement. Reztek-III was one of the very first Unathi colonies established outside of [[Uueoa-Esa]], with the first Unathi landing on the planet’s surface in late 2450. Reztek is a rather young world, and though the atmosphere is breathable, most of the surface is covered in black dirt and dark rocks, with minimal vegetation aside from moss and most fauna being planktons and primitive forms of marine life. Though the planktons are edible, and generally considered a delicacy by the locals, this is not enough to sustain the local population, and they mostly rely on “fish domes” which house massive pools that can be used for aquaculture, generally holding enough Moghes-imported [[Moghes#Orszi_(Swarm_Fish)|Orszi]] fishes to feed a whole village. Though many treat the planet as quite bland and boring, there are next to no threats to locals aside from occasional earthquakes, which allows the population to grow surprisingly quickly.&lt;br /&gt;
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With Moghes still endangered by the growing [[The_Wasteland|Wasteland]], the threat of famine is looming and the Karszekani has begun funding the construction of new fish domes, as well as considering terraforming efforts to make Reztek-III’s waters fit for Moghesian fishes, effectively turning the planet into the breadbasket (or fishbasket in this case) of the Karszekani, something that has, for now, been slow to come due to Ouerea taking priority thanks to its proximity to Moghes. Most of the local culture revolves around this concept, and Reztek-III inhabitants are slowly growing a reputation for being talented “fish farmers”. It is currently led by Lord Kosun.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Most Unathi colonists are chosen by the Karszekani and very often from the Karszekani, thus it’s not surprise that the overwhelming majority of them are of the [[Sk&#039;akh]] faith. This does not change with Reztek’s people, though they have their own take on the Karszekani’s faith. Of all three of Sk’akh’s figures, Reztekians grant much more importance to Verrix, the Fisher, rather than the Healer or Warrior. With Reztek being such a bland world, and little to do in its small settlements, work is more than just duty, but also a form of recreation on its own, and work is exactly where Verrix is the most important. This has reached the point where one of the largest settlements completed a church almost entirely dedicated to the Fisherman.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Labor is an extremely important part of Reztekian life. Beyond the importance of their work to the Karszekani itself, Reztek itself is such a bland planet, along with their settlements still too small to house many amenities and recreations, that work is often seen as a form of recreation on its own. Reztekians happily march to work, sing together as they tend to the fishes, often songs revolving around the work itself, and tend to keep working for as long as they can. Work is where people bond, where hatchlings are educated and laziness is not just frowned upon, it is also seen as nigh-antisocial conduct. Naturally, not everyone works in Aquaculture; healers, soldiers, artisans, dockers, and much more all exist too on Reztek, and though perhaps not that intense in some roles, this work culture still permeates no matter the profession.&lt;br /&gt;
&lt;br /&gt;
Holidays revolve around work as well and are often celebrated AS they work and tend to their fish. The ONE holiday when Reztekian do not work, or at least, work as little as necessary, is on Landing Day, celebrating the very first steps taken on the surface on Reztek on the 29th of October 2450.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Lord Kosun rules upon Reztek. Like any Reztekian, he embraces this culture of work, though obviously, his work is more of a bureaucratic nature. Still, Kosun’s devotion to his work ensures that not one of his people’s inquiries goes unanswered and that the logistics of handling a colony, especially the transport of food back to Moghes, goes as smoothly as possible. To non-Reztekians, his propensity to shun “traditional recreation” and celebrate work may seem cynical if not abusive, but to those that live in the colony, it is exactly what made him a very popular figure.&lt;br /&gt;
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== Gehki ==&lt;br /&gt;
&lt;br /&gt;
Gehki is the only planet orbiting a star known as Ethi-Esa. Located near the Karszekanic-[[Empire_of_Dominia|Dominian]] border, Gehki was considered a strategic location even before the first Sinta set foot on it in late 2456. From day one, the Karszekani worked on turning Gehki, a lush and welcoming but otherwise uninteresting world, into a large docking spot for its fleets. Soon enough, multiple stations in orbit, several storage facilities, factories, and orbital defenses were built, and continue to be built across the planet’s surface. It’s not rare for most Unathi fleets (especially the [[Unathi_Military_Structure#The_Fleets|Fourth Fleet]] led by Admiral Xitac) to stop by Gehki, so much so that many families of Unathi navy crewmen chose to move to Gehki rather than stay on Moghes. This led to a substantial growth in the population of the colony, and the Karszekani started investing in more civilian installations for the locals as well. Civilians or not, Unathi from Gehki generally adopt a very stern, military-like culture.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi colonists are of the Karszekani, and Sk’akh worshippers, but Gehki colonists are noteworthy for being exceptionally patriotic. A considerable part of the locals being from the families of navy crewmen, and the rest still working in close proximity with the Navy. Naturally, then, the average Gehki colonist is as close to the Karszekani as possible, and thus, absolutely embraces the Sk’akh faith.&lt;br /&gt;
Due to the nature of the colony, and the career of most locals, of the three Sk’akh figures, it is Mukari, the Warrior, that receives the most prayers and offerings. Local priests tend not to ask for just the local population to be blessed and protected, but also for Mukari to watch over the Navy crews that stop by the planet, and fight for their safety… and the Karszekani’s.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Life on Gehki is governed by Karszekani Navy ships coming and going, by crews looking for resupply, and by incursions to defend against. While there are technically holidays on Gehki, they are very rarely celebrated, as duty comes before such events. These holidays, though, aside from the day of the first landing (celebrated on the 4th of November), generally revolve around nearby Karszekanic victories, may it be against pirates or other threats.&lt;br /&gt;
Gehki itself is very rarely threatened by pirates, as the planet is too heavily defended, but that doesn’t mean that it is safe from other threats. Perhaps the greatest foe the colony can occasionally face are Grudgebearers, members of [[Unathi_in_Dominia#Salak_Kazhkz|Salak Kazhkz]]&#039; fleet of Privateers. No matter what, all Gehki colonists are taught on how to fight so that if the worst was to come, the entire colony could fight any force brave or foolish enough to invade the planet.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Gehki is currently led by Lord Ardak, an old Sinta who made his name during the [[Contact_War|Contact War]] as a young but cunning Karszekanic officer. After the war, he continued to serve the Karszekan and swore allegiance without question to Not’zar. Though he was a good army officer, Ardak’s calling was space in the end, his “Treaty of Interstellar Military Logistics”, an essay still read by Unathi Admirals and Captains for the valuable theory and information provided, cemented that. The Karszekan would give him a spot in the Navy, but not the admiralty many were expecting, instead a role to support the entire Navy itself by ruling over a colony that would prove essential for its operations.&lt;br /&gt;
Ardak proved to be a good leader, both in civilian and military matters, though that is mostly because the locals eagerly welcomed his martial rule. The people of Gehki are, so far, satisfied with their Lord’s rule, but many think that  as the Colony will grow and welcome more people, more civilians, perhaps someone less military-oriented should be chosen when the time to replace Ardak will come. Lord Ardak’s one weakness might be diplomacy, though he thankfully mostly keeps to himself, his world, and the Karszekani.&lt;br /&gt;
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== Iroue ==&lt;br /&gt;
&lt;br /&gt;
Located near the northern border of the Karszekani’s territory in the Aldrad System, Iroue is a planet ripe with minerals ready to be extracted. It is also a planet with an acceptable average temperature (at least for Unathi) of 22°C, livable pressure, and gravity, though the toxic methane-based atmosphere forces locals to wear masks and air bottles when heading outside. The Karszekani’s goal is to eventually turn the colony, established in 2455, into an industrial powerhouse, but this turned out to be quite a complicated affair. The colony is distant and relatively isolated from other Karszekanic settlements, and the presence of various threats, mainly the many pirates inhabiting the Sparring Sea (Unathi or otherwise) are a constant threat to the colony. These combined environmental and locational factors contribute to making the Iroueans a surprisingly hardy people. Despite this reputation, , Iroueans have also learned to rely on nearby colonies, mercenaries, and more cooperative [[Unathi_Piracy|pirate fleets]], through diplomacy for support.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Iroueans are, unsurprisingly, worshippers of Sk’akh like most other Hegemonic colonies. They, however, happen to be much more tolerant of other religions than most of their peers, mostly a consequence of Iroueans diplomacy. For instance, a small but noticeable part of the population follows the [[Unathi_Piracy#Religion_and_Beliefs|Sik&#039;amakh Th&#039;akh]] faith, a unique take on the Th’akh faith mostly followed by Unathi pirates and that some embraced after discovering it when in contact with more cooperative Unathi fleets.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
The People of Iroue are known for being surprisingly hardy and are proud of this reputation. They rarely hesitate to make the hard choices if these are the more efficient ones in the end. In most situations, though they are not heartless, far from it. Contact and diplomacy with nearby Human colonies up North, for instance, had them learn about their alien neighbors&#039; way of life; at least more than most other Sinta within the Hegemony.&lt;br /&gt;
Iroueans mostly stick to common Hegemonic holidays with the addition of the first landing day’s celebrations, celebrated every year on the 11th of April. No matter the holiday, though, Irouean often add a unique flair to it with their masks.&lt;br /&gt;
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Breathing masks are an essential part of life on Iroue due to the planet’s toxic atmosphere, and became an integral part of the locals’ life. Breathing masks are often painted and decorated, each becoming a unique piece, and Irouean often keeps multiple masks, each personalized in unique ways and kept for various events; one mask might be kept for work days, while another is used for days off, another for days of celebration, and so on. Iroueans often grow attached to these masks and keep them when leaving Iroue.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
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Iroue is under the leadership of Lord Izuzi. Izuzi faced many hardships ever since his arrival on Iroue, yet, not unlike the rest of his people, he kept fighting, finding new ways to deal with problems and protecting his colony. Many Iroueans see themselves in Iroue’s rule, and thus give them their support. Irzuzi himself isn’t exceptionally good or bad as a leader, his main talent lies in diplomacy. Faced with so many threats, from pirates to intrusions from ex-Solarian warlord-state forces from the North, and with little means to defend the colony directly, Iroue meets leaders of neighboring colonies, Hegemonic or otherwise, contacts more friendly Unathi fleets, and tries to find allies wherever he can to weather whatever storm comes his way.&lt;br /&gt;
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== Gwim’zala ==&lt;br /&gt;
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A moon world in the Youthstone star system, it was originally a large headquarters for raiders and pirates. In May of 2459 a joint operation between the [[Empire of Dominia]] and the Hegemony [https://forums.aurorastation.org/viewtopic.php?p=98835#p98835| destroyed the pirate headquarters]. The battle was swift and decisive, with the two powers growing tense over which of them would seize the planet. Eventually the Izweski gained the system, while the Empire gained a majority of the pirates&#039; loot. The liberated world of C-19B was renamed Gwim&#039;zala and was opened to settlement by enterprising Sinta&#039;Unathi. Its Overlord is the elderly &#039;&#039;&#039;Zutazki Gwim&#039;zala&#039;&#039;&#039; of which the planet gets its name.&lt;br /&gt;
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The planet is sparsely populated with 12,500 Unathi. Most colonists are hardy frontiersmen who are living in a wild, untamed world. Outside the Overlord and his family within the sole city of &#039;&#039;&#039;Oyutazi&#039;&#039;&#039; the planet is notably absent of a landed nobility, as the young colony has still not been partitioned.&lt;br /&gt;
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The entire system the colony is in faces intense and repeated attacks by marauding pirates and raiders, and there are nearly twice weekly skirmishes between them and the Izweski Navy. It is an open secret that the [[Empire of Dominia]] is offering large rewards to marauders that attack the system, but there is no firm proof that would allow the Hegemony to honorably retaliate. Because of this, many Unathi within the navy find that battle in Youthstone can be where they prove themselves in battle.&lt;br /&gt;
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= Other Notable Unathi Colonies =&lt;br /&gt;
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Some Unathi colonies and settlements that, while they do not belong to the Hegemony, are still noteworthy.&lt;br /&gt;
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== Gakal&#039;zaal ==&lt;br /&gt;
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Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter Tau Ceti or the Sol Alliance. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. This continued until 2457, when a new fleet of the Hegemony, commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
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The Unathi conquest was not well received by most of the population, civil unrest, and armed resistance continued against the new masters. The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
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Though Gakal&#039;zaal is now under the control of the Democratic People&#039;s Republic of Adhomai, a sizable Unathi population remains on the planet. Tensions between these sinta and Tajara locals are high and conflict occasionally happens between various armed groups. Along with this, the Hegemony is still considering gaining back control over the colony, or at least assisting the Unathi locals left there.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Gakal&#039;zaal can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
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== Ha’zana ==&lt;br /&gt;
&lt;br /&gt;
Also known as the Harrow of Fangs, or the Fang Protectorate of Ha&#039;zana officially, Ha’zana is effectively a pirate world. Originally, the planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale. &lt;br /&gt;
&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. It is the enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild that harvest that became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi. &lt;br /&gt;
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More information on the politics and history of Ha’zana can be found [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|here]].&lt;br /&gt;
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= Mercantalism: All Goods Flow To Moghes =&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
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The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
= Colonial Fleets =&lt;br /&gt;
Colonial Fleets are a new sight in the Spur, originating in the Badlands and seen pretty much exclusively in this sector. With the Phoron scarcity preventing the Hegemony from using most of its fleets to defend its assets, many of its colonies are left to fend for themselves, but between the many Unathi pirate fleets, the rising tensions with Dominia, and the many other dangers that the void poses, these relatively small settlements can have a hard time making it on their own. That is where the Colonial Fleets come in, fleets (though they sometimes can be made out of a single ship) of generally independent ships joining a colony, or in rarer cases, space stations or even large vessels to defend it against any threats. What differentiates these Colonial Fleets from mere mercenaries is that these fleets are meant to stay for more than just a single mission, but rather, remain with the colony on the long-term, patrolling in orbit when no apparent threats are there, staying ready to act if need be, and if not, acting as a deterrent to any would-be troublemakers.&lt;br /&gt;
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Colonial Fleets, while paid in credits, often reap many other rewards for their work with colonies. Their crews often get lodgings on the very planet they’re defending, and if possible, their ships will be maintained and supplied as well as possible, at minimal costs, if not for free. Crews from Colonial Fleets also tend to enjoy close knit relations they can form with the people they defend.&lt;br /&gt;
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These Colonial Fleets can be made up of anyone with a ship, and hopefully some kind of weaponry. These ranges from independent crews often looking for a place to settle down in, to locals from the very colony they’re defending attempting to form their own defence force, to even Unathi pirates themselves, whether as a minor fleet or even single crews looking for a little more honorable path to take without outright swearing fealty to the Karszekani.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Uueoa-Esa&amp;diff=39153</id>
		<title>Uueoa-Esa</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Uueoa-Esa&amp;diff=39153"/>
		<updated>2026-05-03T12:43:26Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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== System Information ==&lt;br /&gt;
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The home of the [[Unathi]] race, Uueoa-Esa is a solar system with 4 rocky planets and 1 gas giant.&lt;br /&gt;
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=== Uueoa-Esa ===&lt;br /&gt;
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Translated to &amp;quot;Burning Mother&amp;quot;, Uueoa-Esa is the star that gives the system its namesake. It is a common main-sequence star not unlike Sol. While the star is actually white, it looks yellow when viewed within an atmosphere. The sun is believed to be 5.12 billion years old, and is expected to live, increasing in temperature and radius, for another 4 billion years.&lt;br /&gt;
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=== Omzoli ===&lt;br /&gt;
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The closest planet to its star, Omzoli has the shortest orbital period of any other planet in the system, at a mere 105 days for a year. Its rotation is also unique in that the planet&#039;s rotation spins counter-clockwise at an angle, against the spin of the star and the other planets in the system. This baffled early Unathi astronomers who theorized the planet must have suffered a glancing hit by a rogue planet or super large asteroid. Modern astronomers, pointing to the planet&#039;s extremely eccentric and tilted orbit, as well as its age being dated to be at least a 1.2 billion years older than Uueoa-Esa itself, theorize the planet was actually once a rogue planet that got caught by the star. The planet has no atmosphere and suffers from extremely wild temperature fluctuates during its rapid day and night cycles as well as no protection from meteors, which cover the planet in craters. Manned missions remain incredibly sparse as the planet boasts no material interest and remains a purely scientific anomaly for astronomers.&lt;br /&gt;
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===[[Tret]]===&lt;br /&gt;
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The second planet from its star, Tret is a rocky world a third the size of [[Moghes]] with a thin atmosphere unable to support life. Early surveys of the planet revealed that it once had a molten core and active tectonics that created abundant mineral and ore deposits. This discovery led to [[Hephaestus Industries | Hephaestus ]] undertaking mining operations; however, these were largely unprofitable and would have needed to be dramatically scaled up to change that. Controversially, when the K&#039;lax arrived in 2459, they were granted Tret as territory by the Karszekan Not’zar Izweski. The K&#039;lax Hive and the megacorporation reached an agreement known as the Ksyne&#039;kizar Economic Treaty, which many believe benefits the Karszekani Moghes and Hephaestus disproportionately. Since the Treaty, the K&#039;laxan Vaurca have put their expert engineers to work and have rapidly turned Tret, now the capital of the K&#039;lax Hive under Overlord Zkaii, into a gigantic factory. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age.&lt;br /&gt;
&lt;br /&gt;
Tret has a primarily Vaurca population, but a few brave or foolhardy Unathi and humans attempt to brave the harsh planet and take high-paying mining jobs. Many quickly regret their decision, and few last more than a handful of months without being transferred. &lt;br /&gt;
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==== Pid ====&lt;br /&gt;
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Due to concerns around mycosis and space, all K&#039;ois farming for Tret has been conducted on asteroids in a field near Pid, Tret&#039;s moon. This form of agriculture was devised by [[Leto, The Seeker]] and is effective in minimising the effects of famine on Tret&#039;s populace, although it has caused some discourse with the Unathi community of Uueoa-Esa as any ships passing near the deathly yellow glow of the asteroids are often infected with its spores, leading this field to be known as &amp;quot;The Cursed Asteroids&amp;quot;.&lt;br /&gt;
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=== Moghes ===&lt;br /&gt;
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The homeworld of the Unathi and third from its mother star. It takes 360 standard Earth days for Moghes to complete one orbit around its star. It is similar in density and composition to Earth and held host to varied and complex environments and local fauna and flora. It&#039;s surface area of salt water is much lower than most other habitable planets. [[Moghes]] is currently experiencing immense environmental degradation following a global nuclear war in the 2430&#039;s. The planet formed 4.23 billion years ago. Geological evidence shows life on Moghes may have began 3.9 billion years ago. The planet has gone through frequent mass extinction events in its history, with modern times experiencing what many fear many be its last. &lt;br /&gt;
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==== Chantarel ====&lt;br /&gt;
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The only moon of Moghes, Chantarel is a third the size of Earth&#039;s own moon. It has an uneven, lumpy surface. It is too small to cause a solar eclipse - or to have any major impact on Moghean tides, lending it an unremarkable reputation. When observed from the surface of Moghes, Chantarel rises in the west and sets in the east. Modern examinations have revealed the moon is most likely a large asteroid that was caught in Moghean orbit roughly 2.6 billion years ago, and which will escape Moghean gravity within another 50 million years. It is primarily composed of iron with a rich nickel core. [[Hephaestus Industries]] previously expressed interesting in mining the moon, and has been granted 1/3rd of the lands set aside for mining as payment. The other 2/3rds of the moon is currently up for auction. However, Hephaestus is expected to sweep up a majority of the remaining lands.&lt;br /&gt;
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=== Ouerea ===&lt;br /&gt;
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Ouerea, which is the fourth planet from the Uueoa-Esa star, is the first planet to be colonized by the Unathi. The planet takes 510 days to complete an orbit of its star. The planet was discovered 1483 by Izweski astronomer Kizar Yuiz&#039;ku, who made accurate models of its orbit. In the 20th century astronomers discovered it was habitable to Unathi life. The planet was formed 4.23 billion years ago, with life theorized to have developed 2.1 billion years ago. In general the planet&#039;s biome is roughly similar to Moghes with mild variations and a generally lower temperature range. The ecosystem is a lot less complex than Moghes, with most of the planet covered in grasslands and forests with small, simplistic wildlife and fish. However these ecosystems are under threat by extensive and exhaustive mining operations being done by Hephaestus Industries as well as invasive plants and animals being brought from Moghes and introduced to the planet. The planet has no natural satellites, which cause gradual shifts in Ouerea&#039;s axis over thousands of years, similar to a top wobbling as it spins.&lt;br /&gt;
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=== Omgolo ===&lt;br /&gt;
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The system&#039;s only gas giant, Omgolo is the largest planet that orbits its star, 11 times the size of Moghes. It takes 11 years for Omgolo to complete an orbit around the star. Primarily purple and blue in color, it has swirling stripes on its surface and intense storms in its atmosphere. It has 102 recorded natural satellites. The ring system of the planet remains a popular tourist attraction for Unathi that can afford the trip.&lt;br /&gt;
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=== The Ytizi Belt ===&lt;br /&gt;
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The Belt extended shell of asteroids and other icy objects that exist in the outermost reaches of the system. It is a thick asteroid field that surrounds the entire system and is the primary source of meteor collisions for the innermost planets. Despite its thick density it is still rare to find two objects within the same proximity; such is the staggering size of space.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=39078</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=39078"/>
		<updated>2026-04-20T10:35:05Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Ouerea&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Early Ouerea Flag.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = New Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Skrell]], Human&lt;br /&gt;
|Languages = [[Languages|Sinta&#039;Unathi, Sol Common, Nral&#039;malic]]&lt;br /&gt;
|Demonyms = Ouerean&lt;br /&gt;
|Nation = [[Karszekani Moghes]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ouerea&#039;&#039;&#039;, the fourth planet from the [[Uueoa-Esa]] star, is the first planet to be colonized by the [[Unathi]]. It was first colonized by the [[Karszekani Moghes]] in 2390, when five Unathi stepped onto the planet after a one-way trip from [[Moghes]], and is the only other habitable planet within the Uueoa-Esa system. The colony teetered on a knife&#039;s edge for a decade as travel between Moghes and Ouerea was beyond the capability of rudimentary Unathi space flight. It wasn’t until First Contact in 2403 with humanity and the [[Skrell]] that colonization began to take off. Eventually, even humanity and the Skrell began to venture to the planet, creating a melting pot of not only different Unathi cultures but different species. Eventually, the colony was declared self-sufficient, and the [[Unathi Spaceflight|Izweski space program]] began to look elsewhere, beyond their home system. Sadly, this would be the catalyst for the [[Contact War]].&lt;br /&gt;
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Today Ouerea stands separate from the rest of the Karszekani, with a unique system of governance that goes against the feudal system on which the rest of the Karszekani relies. Their culture, also more influenced by aliens than that of Moghes, has diverged to the point where it no longer truly resembles any found anywhere else within the Karszekani. There have been incidents in the past regarding these differences, but for now, Ouerea remains a Karszekanic colony, a position which has often been enforced by violence against its population, but one that has become much more vital due to the expansion of Aquaculture on the planet by [[Hephaestus Industries]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Humble Beginnings (2390 - 2400) ===&lt;br /&gt;
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&lt;br /&gt;
In 2390, after years of preparation and travel, five Unathi stepped off their spacecraft and onto the Ouerean soil - the first Unathi to ever set foot on an alien world.. After a tortuous five months on a one-way trip traveling through the blackness of space, they were able to breathe in fresh air from a verdant jungle landscape, on the shore of a vast ocean. It was at this moment that the colony of Ouerea was founded.&lt;br /&gt;
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Unathi spaceflight in 2390 was still rudimentary at best. They had still not truly mastered long-term propulsion, still using basic chemical rockets to achieve orbit and maneuver to their destination. For the next decade, all trips to Ouerea would be one way, and more importantly, while the fledgling colony had communication with their home planet, supplies would always be at a minimum of a 3-month trip away, so any difficulties encountered by the first colonists would have to be handled on their own. Slowly but surely, more and more colonists began to arrive and what was originally a team of just scientists studying the ecosystem made its way to a growing town, one that would evolve into the thriving metropolis known as New Skalamar. Still, a one-way trip in a dubiously safe rocket was not for everyone, so the colony barely grew past a population of 500 for the first decade of its existence, in which time the first egg was hatched on Ouerea, marking a new planet owned by the Karszekani. The culture of these first colonists was rugged and communal. They had only themselves to rely on, and the group would succeed or fail together. The lush jungle, while fit for Unathi habitation, was still untamed wilderness, and one mistake could see the colony fail. Food, mostly fish from the nearby sea and what arrived in drop pods, was shared amongst all equally, and slowly as the years marched by, the caste system of traditional Unathi began to fade into the background. In this fledgling society, those who worked menial jobs were just as important as those who did not. There were no peasants or nobility, there were simply Unathi, trying to survive together - isolated on an alien world, with the nearest hint of civilization billions of kilometers away. This sense of isolated community was the foundation of what would one day become the egalitarian culture of Ouerea that persists to this day. However, eventually, change would come to the colony.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== A Time of Growth (2403 - 2455) ===&lt;br /&gt;
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In 2403 the [[Karszekani Moghes]] made First Contact with two new species. [[Sol Alliance|Humanity]], and the [[Skrell]]. Being far behind technologically compared to them, Unathi were able to reap some benefits of this first contact, mainly dramatic improvements in their space travel technology, allowing for travel between [[Moghes]] and Ouerea on a much more regular basis. The first shuttle port was established on Moghes in the city of [[Izweski Heartland|Skalamar]] by [[NanoTrasen]], and the colonization of Ouerea began to take off. The town of New Skalamar swelled in numbers, growing to thousands strong, and after different colonies were established around the now-named Trizkizki Sea, it was declared the capital of the new colony, a whole planet, a colony of the [[Karszekani Moghes]]. Naturally, the colonists were mostly from the [[Karszekani Moghes]], however unlike the original group of scientists and other specialists that had settled the world, these new colonists were mostly peasantry, the sons and daughters of menial workers who had been offered a way out of their dreary lives; and unlike the modern day colonies of the [[Karszekani Moghes]], there were no soldiers to keep traditional society in place. These peasants quickly latched onto the already growing egalitarian culture of Ouerea, propagating it exponentially until even back on [[Moghes]] many had heard of the so-called equal societies on Ouerea. Of course, this caused more peasantry to flock to the colony if ever given the opportunity, which eventually created a self-fulfilling cycle where more colonists meant more word about equal societies which meant more colonists, continue. During this time Ouerean Culture began to truly develop, as unique holidays, greetings, and ideas began to form in the mind of those who lived on the planet. The first Skrellian and human colonists also appeared at this time, bringing new ideas from a more enlightened society that was not clinging to feudalism. The [[Karszekani Moghes]] would likely have stamped down on this behaviour, or it would have continued indefinitely were it not for one thing. The [[Contact War]].&lt;br /&gt;
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The [[Contact War]] disrupted Ouerea, but not in the harsh way it disrupted [[Moghes]]. The [[Nralakk Federation]] stepped in and assumed oversight of the colony, imparting their ideas and assisting in what they could. While the [[Sol Alliance|Solarian Alliance]] played a lesser role in the colony&#039;s administration, largely focusing on the human population and megacorporate assets on the planet, this period is generally considered to be one of joint governance between the Spur&#039;s two superpowers. The [[Karszekani Moghes]], busy fighting for its dominance at first, then for its survival as the war turned nuclear had no resources to spare for Ouerea, and essentially left it on its own for the next two decades as it fought a brutal planetary war. This would prove to be a mistake for the [[Karszekani Moghes]]. &lt;br /&gt;
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By this point the colony was self-sufficient, no longer needing supplies from [[Moghes]], and had begun to set up a rudimentary trade network throughout the Trizkizki Sea, as the Federation began to dedicate more advanced space vessels which had finally delivered wet water shipping vessels to the planet. However, the Federation-Alliance government never meant to hold onto Ouerea forever, merely assist it while [[Moghes]] descended into the seventh ring of hell. They would not dedicate many resources to it, instead as was their normal state at the time, preferring to look inwards toward domestic policies. However during this time, with the Federation safeguarding the stability of Ouerea, many Skrell began to emigrate to the planet, mostly those with low index ratings who did not have a hope of achieving their dreams within the Federation. These colonists brought with them an idea of a new life and began the formative steps towards what would eventually become the Skrellian culture on Ouerea. &lt;br /&gt;
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The humans who emigrated, on the other hand, were of a different breed. Mostly workers for the megacorporations that still had assets on Ouerea, they were there for their work, and on a strange alien planet, work with fellow humans was what they found comfort in. Instead of intermingling with the population like many of the Skrell did, Ouerean humans tended to not view the planet as a permanent residence in which to settle down, raising a family, but instead, a job posting where they kept to themselves and their fellow workers. They would rarely leave their megacorporate-built housing areas, and only truly ever interacted with Unathi on the job. Eventually, this latent distrust and anxiety about being a trillion kilometres from home, on an alien world, surrounded by aliens whose own homeworld was awash with the blood of the [[Contact War]], lessened, and the introduction of different species to the Ouerean melting pot began. Both Skrell and human colonists, mostly refugees fleeing persecution from the Federation or sent there by megacorporations to work, began to talk about a governmental structure where all men were equal. Where Lords were not born, but appointed by popular consensus. The already egalitarian culture of Ouerea was ready to eagerly accept such a government, and the people living there took up these alien ideas.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A modern day map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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Already cut off from further colonists arriving due to the state of war on [[Moghes]], Ouerea with its new alien ideas developed entirely alone for a whole generation. No fresh colonists with regressive attitudes, no real communication or care from the [[Karszekani Moghes]], just the colonists, the planet, and what the new human and Skrell colonists had told them of. The isolation from [[Moghes]] and disinterest of the Federation only reinforced the already popular ideas of equality, as colonies worked together for continued growth, and trade around the Trizkaka Sea became a staple of Ouerean survival. Seamanship was a sought-after skill, and a generation of hatchlings grew up with dreams of sailing the high seas. The idea of nobility was cast aside as the ideas brought by alien colonists took root, and for the first time, free elections were held across the world in cities, as mayors, councilmen, and other elected positions were created based on stories told by the alien colonists; a new word had begun to enter the Unathi lexicon; Democracy. A Government by the people, of the people, for the people. It was almost unheard of within Unathi society before this, but the great Ouerean experiment was underway. Societal structures in place for centuries began to break down, as Unathi found freedom in their religion, social obligations, and status. No longer would there be social shunning, and no longer would clans bind their members permanently. A wave of change was taking over the world, but it would be a while yet until it had the momentum for laws to be formed from it. By the time it was 10 years into the [[Contact War]], the Ouereans even founded their own colony. &lt;br /&gt;
&lt;br /&gt;
The city of Yiz, still just a town at this point, on an island chain in the middle of the ocean, became the first colony on the world founded by those on the world. The population came from across the planet, and no one city created it, though most of the colonists were of course from New Skalamar. Yiz would become a central trading hub in the southern parts of the sea, as its position allowed for coastal traders to easily access both Um’a’yid and Tr’ha’rem, as well as New Skalamar itself. It was founded on the 11th of October, which would come to be the holiday known as founding day when Ouereans celebrate their ancestor&#039;s achievements in the face of adversity. This defiance of nature, this ability to make do, that was proven in the founding of Yiz would go on to form another pillar of Ouerean culture, but that would come later, once more fuel was poured on the fire. However, for now, Ouerea had become interconnected through its trade and would form a planetary government. Known as the Synod of Scales, it would be a democratic institution made up of representatives from every settlement across the Trizkizki Sea, the number of representatives determined by population, based in New Skalamar, due to it having been named the planetary capital. The Synod of Scales would have limited powers, and generally be a committee by which decisions that affected the whole of Ouerea would be decided, and would allow the settlements to generally run themselves. They would also appoint one of their number, known as the “Speaker of the Scales” who would moderate discussions within it, and speak for the committee as a whole. There were no restrictions on who could run for office in the Synod, just that they had to be an adult of their respective species. One of the first acts done by the Synod of Scales was to abolish the title of Guwan. Criminals would still exist, but Unathi around the planet was now free of the shackles which bound them to their clan, allowing a breath of freedom for a young generation who had been raised during this time of changing ideals. However, it was not to last.&lt;br /&gt;
&lt;br /&gt;
Perhaps another unforeseen consequence of the [[Contact War]] for the burgeoning colony might have been the birth of [[Unathi Piracy|Unathi space piracy]] as we know it. The [[Karszekani Moghes]] inability to survey its own system due to the war on [[Moghes]] and maintain order there, as well as the many alien ships coming in and out of Ouerea, made Uueoa-Esa a perfect place for pirate crews, and soon, the first fleets, to grow in size and power. For a time, Ouerea’s criminal underbelly became a home for most of these pirates when not in space, and for their families if they had one. By the end of the war, and the time the Karszekani could maintain a presence across the system however, most of these pirates would be gone, having moved to the recently-discovered Ha’zana or even more distant stars.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Months of Blood (2457) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Razul Tuzahu would forever go down as a cursed name within the history of Ouerea.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually though, as all things do, the [[Contact War]] came to an end. Though the end for Ouerea was different to the end of [[Moghes]]. For [[Moghes]], the [[Contact War]] ended when the fighting stopped, and the levies were able to return home. For Ouerea, the contact war ended when the Karszekani could spare the time and resources to look at it again, and what they found outraged them. The first real communication between governments began again, in 2457, when a [[Unathi Recent Events#Unathi_Enter_the_Bluespace_Age_(2457)|Karszekanic Fleet jumped into orbit]] seizing the planet from alien control. The Mogheasian representative was a high ranking Izweski bannerman of Clan Tuzahu named Razul. Razul Tuzahu was met by the Speaker of Scales, one Zeihro Arusa, a former member of the peasantry from the Southlands. Razul immediately demanded to speak with the noble lord of New Skalamar, or of the planet if there was one, but Zeihro Arusa informed him that there were no more lords on Ouerea, only mayors and other elected officials. He politely explained that he was elevated from a committee of representatives which spoke for the planet’s population, to speak for them, and would bring Razul, and the assembled members of Clan Tuzahu acting as an honor guard for him before the Synod of Scales to hear what he had to say before discussing it. Razul, a noble himself, was enraged by this thought, that a bunch of peasants would dare invite him, not to listen to his commands, but just to listen and then make their own decision. Razul berated Zeihro Arusa, calling him a disloyal traitor to the Karszekani, and to all the values that an Unathi should stand for. Zeihro Arusa would answer with a phrase that would forever live on in the hearts of the Ouerean people.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Karszekani, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Razul would refuse to meet with the Synod of Scales, damning him for all eternity in the eyes of the Ouerean population. Instead, he returned to [[Moghes]], where he informed Hegemon Sk’resti that a peasant rebellion while committing treason was also preaching ideas of equality, tarnishing the tradition of the Sinta, and elevating the peasantry had taken over the colony while the [[Skrell]] had watched over it. Hegemon Sk’resti, ever hungry for more war, believed Razul without second thought, and sent him off with a force of five thousand warriors to re-subjugate the planet, transported by the Karszekani&#039;s new spacefaring fleet. Razul descended with a fury born of hatred - both for the peasantry and the new society that had been born on Ouerea.  He landed in New Skalamar, dismantling the Synod of Scales and declaring the planet under his direct rule. Those who resisted found themselves executed, and the stories said that the streets outside the Overlord’s Palace in Central New Skalamar, where the Synod of Scales had once met, ran red with blood. Razul would see Zeihro Arusa executed, but in his death, Zeihro Arusa, became a martyr for the Ouerean people, and a rallying cry for resistance. Resistance not only against Razul but resistance against those non-Ouerean Unathi, with their outdated ideas of feudalism; essentially, resistance against the Karszekani itself. Civil unrest was common, with protests and riots gripping the streets daily, but this was not a full-scale revolt yet and never would become one. In early 2458, when the [[Unathi_Recent_Events#The_Cataclysm_(2458)|HMV Cataclysm was sabotaged]], Razul and his men were needed elsewhere in the spur, fighting the real enemies of the Karszekani instead of dealing with peasant rabble. The Karszekani Moghes would force a deal with the people of Ouerea, accept an overlord, and they would allow limited democratic governance, with feudal oversight. Overlord Yiztek was chosen, and he would begin to rule the planet, reinstating feudalism against the wishes of the population. While this stopped the immediate rebellion, it only increased resentment, but the pressure was not so far up that it would bubble over just yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Enter Hephaestus (2458 - 2460) ===&lt;br /&gt;
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The period between 2458 and 2460 was relatively peaceful for Ouerea. There was still a hot underbed of resentment against the Karszekani for the destruction of its democratic system, but there was no real action. [[Hephaestus Industries]] took this year and a half to expand into Ouerea, as it had done much of the rest of the Karszekani. They began setting up logging industries, factories, shipyards, and much of the heavy pollutant industry common for them. The Ouerean people at first welcomed [[Hephaestus Industries]] onto their world, they saw more humans who would share the same ideals as those who had come before them. Ideals of equality, democracy, and the like, while also offering gainful employment to the population. However, this would not be the case. [[Hephaestus Industries]] instead exploited the workers of Ouerea, treating them poorly and unlike those on Moghes who were used to exploitation, Ouereans now had a different culture and history. Unions, while not particularly common on Ouerea, were present in many workplaces, and as the newly employed [[Hephaestus Industries|Hephaestus]] workers tried to unionize themselves, they found themselves stonewalled, fired, ridiculed, and even sometimes threatened or beaten by [[Hephaestus Industries]] as they continued their Anti-Union tactics. Public opinion began to turn on [[Hephaestus Industries]], and they found themselves dealing with an increasingly angry population, as the movement began to grow. It was not a fast spreading movement, many still saw the corporation’s investments as a good thing, but as the attempts to prevent unionization became more and more heavy-handed, and worker treatment remained horrible, the ranks of those fed up with the corporation, the Karszekani Moghes, and feudalism swelled. The boiling point would come on &#039;&#039;&#039;March 6th, 2460&#039;&#039;&#039;, and the world would direct its wrath at those who wronged them.&lt;br /&gt;
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=== The Rebellion (2460) ===&lt;br /&gt;
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{{Ouerean Rebellion&lt;br /&gt;
 |conflict = Ouerean Revolution&lt;br /&gt;
 |image = Ouerea Flag&lt;br /&gt;
 |date = 29 February - 9 July 2460&lt;br /&gt;
 |location = Ouerea&lt;br /&gt;
 |result = Truce&amp;lt;br&amp;gt;Establishment of democratic government on Ouerea&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Karszekani Moghes]]&lt;br /&gt;
 |combatant2 = Ouerean rebel forces&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Not&#039;zar_Izweski,_Izweski_Hegemon|Hegemon Not&#039;zar Izweski]]&amp;lt;br&amp;gt;Overlord Tarkat Yiztek&lt;br /&gt;
 |commander2 = General Vhariz Zik&#039;san&lt;br /&gt;
 |strength1 = Approx. 26800 professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces &lt;br /&gt;
 |strength2 = Approx. 12300 trained combatants&amp;lt;br&amp;gt;Unknown number of insurgent fighters&lt;br /&gt;
 |casualties1 = Approx. 3100 killed in action&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
On [[Unathi_Recent_Events#Rumbles_on_Ouerea|February 29th, 2460]], Union leaders staged a walk-out at a Hephaestus mining facility as a protest for Hephaestus refusing to negotiate with them for higher salaries and better benefits. Hephaestus responded by firing every worker who did not show up for work that day, as the Karszekani laws offered no worker protections. The situation quickly snowballed as more workers joined the walk-out, and protests erupted outside many Hephaestus sites across the planet. The recently installed local lords reacted by deploying their Watchmen to disperse the protests through force. This however only caused the situation to escalate, and on March 5th, at a protest outside of Hephaestus’s Headquarters in New Skalamar, the match was lit. After a Hephaestus Security Officer drew the blood of one of the protestors, a riot began, and the city watchmen and Hephaestus security forces found themselves putting the riot down the hard way. In the end, two of the protesters were killed, and dozens more injured. &lt;br /&gt;
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The site “Ouerea Now” , a long time hotbed of resentment, crashed due to the traffic it received that night and the following day, the population was furious about the deaths of the protestors, and began to take to the streets. Overlord Yiztek attempted to ban the website, but by then it was too late. Hundreds of thousands of people flooded the streets of every major Ouerean city, as a wave of civil unrest overwhelmed local watchmen, who couldn’t contain the violence. Protestors called for the expulsion of Hephaestus Industries, the abolishment of the Feudal system, and revenge for those lost to the Months of Blood. Tax collectors, noble estates, and other government institutions were attacked by mobs, and millions of credits worth of property destroyed. Overlord Yiztek, unable to properly deal with the amount of unrest, attempted heavy handed measures, including the Guwaning of all those in a group greater than five in number, and extra taxation on the clans. This did nothing but fan the flames of rebellion higher, and on April 10th, what started as a protest against Hephaestus changed into a full scale rebellion.&lt;br /&gt;
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The Ouerean levies, called up on the order of Overlord Yiztek to help quell the violence instead began to defect to leaders of the protests and riots, after they were given their arms and armor. As Yiztek continued to call up levies, more defected, creating a cycle where Yiztek would call up a levy just watch them defect the following day. The now equipped rebel forces alongside mobs began to storm the palaces of the nobility, taking prisoners and accepting surrenders from noble clans. The situation had become a crisis, and every hamfisted attempt by Yiztek only increased the number of rebels he was facing, now not only peasant mobs but an equipped fighting force. Eventually, after weeks of fighting, the capital of New Skalamar fell under siege by combined rebel forces under the dubious command of one Zik&#039;san, a former member of the Synod of Scales who had escaped death at the hands of Razul. Yiztek did not have enough men to resist them for long, and even much of the city was against him. He had failed as a ruler; he had lost.&lt;br /&gt;
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During this time a not insignificant number of the humans left on the planet who had not already fled during the Months of Blood finally decided to stake their fortune elsewhere, away from what they now viewed as a violent government, run by a violent species. These emigres would go on to form the first Ouerean expat groups, mostly within the Coalition and Biesel, as having been raised on a completely alien planet made the Solarian Alliance and its xenophobic tendencies difficult to immigrate to. They brought with them a culture warped by their upbringing in a Unathi society, one unlike any other in the spur.&lt;br /&gt;
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The Skrell were a different matter altogether. With most of the Skrellian population either fleeing from the Federation, or facing re-education due to low compatability index ratings should they return, many Skrell latched themselves to the fate of the world, refusing to abandon it even as it upheaved with rebellion. Some in fact would become parts of this rebellion, not wanting to trade the bureaucratic authoritarian government of the Federation for the more backward Feudal kind. Those that did not join the rebellion still remained on the world however, looking at rebellion as a situation where no matter what the outcome was, it would be preferable compared to returning to the Federation, or emigrating elsewhere. As a result of this it has become common for Ouerean Skrell after greeting each other, to inquire if their newly met compatriot fought in the rebellion or not, with each Skrell judging the answer as they see fit.&lt;br /&gt;
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=== Peace Talks and Reconciliation (2460) ===&lt;br /&gt;
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[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
As the capital fell under siege and the planet looked to be almost lost to rebel forces, the [[Notable Unathi#Not&#039;zar Izweski, Izweski Hegemon|Lord-Regent Not’zar]] himself intervened. Having seen the destruction caused by Yiztek’s hamfisted policies so far, Not’zar instead shocked everyone by opening a dialogue with the rebel leaders, walking to their siege camp himself to parlay. However, when attempting to return he found the gate to the city locked by Overlord Yiztek, and returned to the Rebel camp to ask the rebels to safely escort him back in. They complied, and this was the beginning of the Ouerean people warming up to Not’zar. That the Hegemon did not see them as savage peasants, and felt comfortable enough to parlay with them, before asking for them to escort him back into the city after the Overlord locked him out, giving the Ouerean people hope. The Karszekan, Hegemon at the time, also allowed four negotiators from the prayed-for Ouerean Confederation, a government that would see a return to democracy, into the city. However, Overlord Yiztek was not done with his heavy-handed attempts yet. He had the negotiators executed on charges of espionage, much to the anger of Not’zar, and the fury of the rebels, who gave a warning to the city, not an ultimatum of choice, but a simple warning.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will give this city three days. If you are within New Skalamar and value your life: be somewhere else.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
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Thankfully, Not’zar had his Guwan Guard arrest Overlord Yiztek moments before the storming would have started, averting the crisis and the need for military force. However, this move cost Not’zar a huge amount of political capital, as the traditionalist lords of the Karszekani were furious at the Lord-Regent for daring to arrest one of their own, after not having intervened until the crisis had gotten out of hand, and in doing so capitulating to the peasantry. It is uncertain if this move was worth what it cost Not’zar, as it set him back years in gaining the trust and loyalty of the influential lords of the Karszekani. None besides Miaruz Izweski backed his play, and the rest all condemned his decision in one way or another. Still, it was a good thing for the Ouerean people, who now had a measure of the freedom they wanted. Zik&#039;san would be appointed Overlord in Yiztek’s stead, a position he still holds to this day.&lt;br /&gt;
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However in 2465 this measure of freedom was curtailed. After leaked Hephaestus documents pointed to devastating ecological impacts of the massive Aquaculture Centers being constructed by the corporation, rioting once again broke out on the planet fanning the potential flames of rebellion. The Karszekan who once compromised with the Ouerean people would not do so again, the stakes too high this time, and unable to trust the local levies who had rebelled in the past, instead called his and Clan Hutay’zai’s bannermen to arms, deploying them to the planet to pacify the riots by force. The planetary government had no choice but to go along with Karszekan&#039;s plan or face his wrath themselves, and have since been seen as a part of the brutal repression by the populace. The death toll was kept minimal, but still over a thousand were killed, nearly all rioting civilians. Images and videos of Izweski bannermen alongside those of the Hutay’zai using force to disperse protests were widely shared across the extranet, only fueling further discontent. However this discontent would not again rise to rioting, as the consequences for such actions were made clear by the one who had compromised with the population in the past, and instead those dissatisfied with the situation took to less direct means of sabotage and peaceful protests. However these acts have only kept the iron boot of the Karszekani on the planet for the foreseeable future, as after a near miss with mass famine a fearful Not’zar wrangles to control the Overlord and Synod of Scales, thereby also controlling the planet. His authority is clearly seen and enforced by a legion of K’lax warrior-forms, and a depleted garrison of Bannermen who have not left the planet following the pacification of the riots; instead they remained to protect the critical Aquaculture facilities alongside members of the Fighter’s Lodge and Hephaestus Security from potential acts of terrorism. These facilities mark the salvation of Moghes, and the continuation of the Karszekani, so Not’zar will not be found lacking either in controlling them, or having the means of taking control of them close by. Thankfully many of these Karszekanic soldiers remain out of the public eye, keeping to themselves by order of Not’zar himself to prevent tension from rising in the population once again. With the government still under his vague control, it is unclear if the Karszekan’s power on the planet will ever be decreased and handed back to the people, though the deciding point all would agree is the upcoming election of 2466, which might see a large change in the makeup of the Synod of Scales, causing a weakening in the control Not’zar has over the government. Only time will tell that story.&lt;br /&gt;
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=== Current Day ===&lt;br /&gt;
Like all places, Ouerea is a product of its history. The violent revolutions, the isolation, and even the invention of the Federation shaped what it is today. It is a planet so close to [[Moghes]], yet completely different in irreconcilable ways. Still, for the time being, they are chained to the Karszekani, whether they like it or not. While they still have special privileges, guaranteed by Not’zar, at the end of the day, they are just another vassal state of the Karszekani, doing as it wills. This has been seen most clearly in the past year, as the Karszekani has simply used Ouerea to save itself, mainly Moghes, from starvation, turning it into a food production centre of the very company Ouerea rebelled against in the first place. Despite all of Not’zar’s promises of reform, he still ended up putting down the protests and riots that occurred as Hephaestus Industries completed their aquaculture centres. The population has not forgotten this, and a sea of resentment still bubbles underneath the surface of the verdant jungle landscape.&lt;br /&gt;
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It is unclear if the Karszekani will ever fully control Ouerea. Maybe its people have developed a culture that is just too wild, too free, to ever be contained within a feudal system. But if there’s one thing Ouerean people are certain of:&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Karszekani, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
[[File:Oureaea_Ciites.png|thumb|A map of Ouerea, with major cities labeled.]]&lt;br /&gt;
Ouerea is best known for its lush, verdant jungle landscape, which covers almost all of the planet’s surface besides the polar ice caps. This jungle cover is attributed to the planets closer proximity to the sun when compared to Moghes, having a much shorter orbit. The Trizkaka Sea is the most prominent feature of the planet, being a large body of water with many island chains, that has become the lifeblood of the colony. The planet also has several mountain ranges.&lt;br /&gt;
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The strangest thing about the geography and climate of Ouerea, however, is its compatibility with Unathi as a species. For most other species, their first steps of colonization were titanic struggles which required heavy use of terraforming, adaptation, and equipment to survive on their new planet. Whereas Ouerea is essentially a Moghes covered in entirely jungle, well suited for habitation by Unathi. The plants and animals pose little danger to Unathi, and are even edible by them, which is what allowed the first colonists to survive so long cut off from Moghes. Many scholars have puzzled over this question, why Ouerea seems to be such a perfect candidate for colonization, right on the doorstep of the Unathi homeworld, but most have either attributed it to some form of divine intervention, or pure galactic luck. However there are more radical scholars who believe that Ouerea was once a colony of a Unathi precursor race, who terraformed the planet to live on in ancient times, before the evolutionary base of the Unathi stepped out of the ocean. There has been no evidence of this, despite many archaeological expeditions being launched on the world, and it is unclear if any will ever be found.&lt;br /&gt;
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=== Flora and Fauna ===&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
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&#039;&#039;&#039;Subterranean&#039;&#039;&#039; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
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The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
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&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
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&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== Political Structure and Governance ==&lt;br /&gt;
As a result of its tumultuous history, Ouerea has a political structure unlike any other within the Karszekani. For one, many aspects of their governance is based on democratic rule of law, rather than nobility, and that is only the most obvious aspect. This uniqueness means that Ouerea has a complicated relationship not only with the Karszekani and its Feudal system, but with politics internally.&lt;br /&gt;
[[File:Early Ouerea Flag.png|400px|thumb|The original flag of the Ouerean Colony. The colours signify the green, lush jungles of Ouerea next to its vast blue oceans, while the black signifies the void of space through which the colonists had to spend many months in to reach the planet. Due to controversy over the new flag, this flag is technically the official flag of Ouerea.]]&lt;br /&gt;
=== The Synod of Scales ===&lt;br /&gt;
The Synod of Scales was first formed during the Contact War, when the planet was all but cut off from Moghes. It consisted of a committee of representatives, drawn from each settlement dotting the surface of the planet, with the number of representatives each settlement was entitled to determined by population. More population meant more representatives. One of these representatives would be elevated by their peers to become the “Speaker of Scales”, who would moderate discussions within the Synod, and speak for the committee as a whole to the public. These representatives would then work on matters of planetary policy, only truly creating laws about issues that affected the whole of the population, and preferring to let individual settlements rule themselves.  This was the Synod of Scales before the Months of Blood, the brutal Izweski crackdown on Ouerean democracy after the conclusion of the Contact War. The Synod of Scales only exists today by the grace of Not’zar Izweski, who during the rebellion of 2460, conceded to the rebel’s demands on the reinstatement of democratic processes. Still, this concession was not without its caveats, and the way the Synod of Scales works contemporarily differs heavily to how it worked in the past.&lt;br /&gt;
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The Synod nowadays is still made up of representatives, but each settlement, now towns and cities, only gets so many. The maximum number of representatives a city on Ouerea can appoint is eight, with New Skalamar currently being the only city which has the population to warrant these eight representatives. No other city has more than six, with most hovering around the three to four range. Smaller settlements or towns outside of cities are no longer allotted representatives, instead only being able to have appointed observers, normally appointed by the local mayor or other official who administers the area, in the Synod. This has created a situation where political power on the planet is heavily centered in the cities that dot the Trizkaka Sea, which, by the Karszekani’s standards, have the least amount of resentment towards the nation. However this estimate might be off, as while the countryside is often the growth of resentment and radical ideas, the cities normally quickly follow, as the interconnected people of the planet regularly travel and exchange ideas in a way that is foreign to Moghes.&lt;br /&gt;
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For matters of actually making policy, the Synod follows much the same traditions as when it was first established, only truly focusing on planetary policy rather than attempting to also govern how the cities are administered. The position of “Speaker of Scales” was abolished after the Synod’s resurgence, and instead replaced with the Overlord of Ouerea, a still feudal position that passes down a clan line. It is the Overlord that moderates discussions within the Synod, and decides which matters should be discussed when. The replacement of the Speaker with a feudal position has caused some friction within the Synod, as the Overlord now determines what policy issues are brought before the Synod and in what order, essentially having control over what can and cannot be discussed. Still, those within the Synod recognize that the situation could be much worse, and are generally willing to put up with this fact, especially given that the current Overlord Zik&#039;san is a former rebel himself. Issues which are brought to the Synod&#039;s attention are voted on by all members, excluding the Overlord, who traditionally never votes to appear unbiased. A simple majority is all that is needed to pass a law or policy, and should the vote ever come to a tie, the issue on the floor will be re-voted on until a majority is the victor. The Overlord does not hold veto powers over the decisions of the Synod, however the Karszekan himself does, should he see fit to exercise this power. Not’zar has not yet vetoed a decision made by the Synod, but only time will tell if he one day will.&lt;br /&gt;
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Currently the Synod of Scales consists of 39 members, but it is expected to grow as the cities of Ouerea themselves grow. The Revolution’s Heirs are the most prominent political party within the Synod, accounting for 28 of its members, a vast majority. The Heirs rarely need to include other parties into policy making because of their majority, and this has created something of a distinction between the Hatchling’s and all other political parties, whose public support is not enough to tip the balance of power in their favor yet. However, now that the Heirs are in near total control of the government, all actions or inaction by the government will be tied to them, for better or for worse, potentially opening space for the smaller political parties to garner more public support.&lt;br /&gt;
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=== The Overlord of Ouerea ===&lt;br /&gt;
Much like the Synod itself, the Overlord of Ouerea is a strange position for one to hold. Whereas the other Overlords rule directly over many smaller vassals, the Overlord of Ouerea merely manages the democratic affairs of the planet, rather than being a ruler in their own right. The Overlord of Ouerea, currently Zik&#039;san, moderates the talks of the Synod of Scales, sets up the elections by which representatives are elected, and determines what policies are put to the floor within the Synod. That last responsibility gives the Overlord incredible power, if they are smart enough to know how to use it. By being able to determine what is even discussed within the Synod, the Overlord can steer the direction of Ouerean policy-making however they please, exchanging favors with representatives to ensure their issues are given first priority, or refusing to even allow certain issues onto the floor of the Synod.&lt;br /&gt;
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Unlike in a modern democratic system, there is no check on the Overlord’s power, no way the Synod can over-rule their decision. While they do not have veto power, a right reserved only for the Karszekan himself, they do have a vast amount of influence over the Synod itself. This has resulted in a situation where the Overlord’s primary duty is the garner favours within the Synod, constantly in the political dance of quid-pro-quo, attempting to keep Karszekanic Authority on the planet as high as possible. Though the position is now held by Zik&#039;san a former rebel himself, he has realized that to retain his position, and more importantly keep the planet stable, Karszekanic Authority must not be in doubt, or once again they will descend to the planet to reassert it in brutal Unathi fashion. This is never more the case than contemporarily, as the planet now plays host to a vast majority of the Karszekani’s food production, both current and planned, that the Izweski cannot simply let Ouerea begin to truly govern itself. So Zik&#039;san must work the delicate high-wire act of allowing the planet some representation and some say in governance, while also keeping the Karszekani’s authority over the colony above a certain threshold. Should he fail in either of these, the consequences will spawn forth a torrent of blood that would outdo the revolution itself.&lt;br /&gt;
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=== Relationship between Democracy and Feudalism ===&lt;br /&gt;
Feudalism and Democracy are two ideologies that were never meant to interact. Yet in Ouerea’s case they must. The delicate balance struck by Not’zar in the wake of the 2460 revolution has held up for the past five years, but it is not without its many flaws, beyond those which have been discussed within the Synod of Scales and Overlord sections. The biggest issue between democracy and feudalism is the constant change a democratic government presents, as representatives lose elections, are voted out of office directly, or even have to change policies as public opinion changes; compared to the relatively more consistent feudal monarchy found throughout the rest of the Karszekani, where a Lord’s word is law and the opinions of peasants need not be considered. What has resulted is an inability for the rest of the Karszekani outside of the Overlord and Karszekan to truly communicate with the people of Ouerea, and understand how their government system works.&lt;br /&gt;
&lt;br /&gt;
To the majority of the Karszekani’s nobility, the Ouerean Revolution was a disastrous act of treason, and the Karszekan’s negotiation with the rebels is either considered a rare misstep by his supporters or a sign of his overall weakness by his detractors. Among the peasantry, however, the news of Ouerea’s newly-won democracy acts as a symbol of the potential for change - and many of those who would never have considered a change to the system that has reigned on Moghes for centuries now look at Ouerea as a shining beacon of what their own world could be. While the revolutionary ideals of the Ouerean Confederation have yet to catch on offworld, the citizens of the Karszekani hope and fear alike that while Ouerea was the first revolution to be victorious against the Karszekani’s power, it will not be the last.&lt;br /&gt;
&lt;br /&gt;
=== Political Entities ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Revolution&#039;s Heirs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An informal name for the dominant political viewpoint on Ouerea following the Revolution - born out of its struggle for freedom, and desiring to maintain that freedom in the new age of the planet. They are staunch supporters of maintaining Ouerean democracy and the freedoms it has won for the planet’s citizens, and largely wish to continue with the status quo, working within the Karszekani to demonstrate the value of the Ouerean model of governance. &lt;br /&gt;
&lt;br /&gt;
Most prominent political figures on Ouerea are aligned with this ideology in some way or another. Opinions range on Hephaestus, with some viewing their investment as potentially a boon to the planet and others viewing them as a pestilence that was part of the very reason for the initial rebellion. Generally, followers of this ideology tend to agree that the corporation needs to be watched closely and regulated to prevent exploitation of the planet and its people - though only time will tell if they are capable of enforcing such regulations against Hephaestus’s influence.&lt;br /&gt;
&lt;br /&gt;
The Heirs have been a dominant force among the Synod of Scales since its establishment, and that continues. They are supported by mostly Unathi, with a fairly large amount of Skrellian support. Notable members include Representative of New Skalamar Ozesh Zuruziir, who rose to political prominence beyond Ouerea following an attempt to court the Karszekan in 2465.&lt;br /&gt;
&lt;br /&gt;
The opening of Hephaestus aquacultural centers and the megacorporation’s subsequent capture of the Karszekanic economy has been a contentious issue for the Heirs. Many fear that the corporation is now too powerful for the Ouerean people to control its expansion on their world, and some believe that the aquacultural projects may have devastating impacts on the planet’s biosphere. Others, however, have welcomed the megacorporate presence, believing that while Hephaestus presence is an inevitability, working with them is the only way to properly ensure that the worst of corporate overreach can be reigned in. A small number of the Heirsresigned in protest following these events, with several of them having defected to the Warriors of Liberty or the Independence Movement.&lt;br /&gt;
&lt;br /&gt;
The cooperation of the Heirs who held a majority position within the Synod with the Karszekani during 2465 has also caused many issues for the Heirs in regard to their public support. When the riots were brutally suppressed by Izweski and Hutay’zai bannermen after leaks about Hephaestus’ impact on the local environment, many saw the Heirs as part of the suppression, not stepping in to defend their own people. Many minor representatives resigned in protest, but the party has still defended their position as being what was best for the planet. This defense and lack of apology has seen a swell in the public support for the Warriors of Liberty and the Ouerean Independence Movement, who might finally be able to break the Revolution’s Heirs’ iron majority within the Synod of Scales.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Warriors of Liberty ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Warriors of Liberty are an offshoot of Revolution’s Heirs, formed shortly after the exile of Overlord Yiztek. They believe in the maintaining of the Ouerean model, and in spreading it throughout the Karszekani Moghes, replacing the feudal system with a democratic confederation modeled after the newly formed government of Ouerea. The movement’s followers vary in their militancy, with a small and radical fringe advocating for fighting the Karszekani in open battle - a cause which is viewed as an impossibility by most. However, the existence of this fringe has proved a concern for some of the Moghresian nobility, believing that the Warriors are traitors to the Karszekani who should be stamped out.&lt;br /&gt;
&lt;br /&gt;
Followers of this ideology tend to be staunchly opposed to Hephaestus Industries and the power that the megacorporation holds throughout the wider Karszekani. The prevalent belief among supporters is that the Hephaestus facilities on Ouerea should be nationalized and brought under Ouerean control, instead of being in the hands of a foreign power. While there have been accusations leveled at this movement for ties to radical organizations such as the [[Aut&#039;akh|Aut’akh]] and the [[Unathi Guilds#Hearts of Industry|Hearts of Industry]], none of these accusations have ever borne fruit. This movement primarily consists of Unathi, with a small but dedicated base of human supporters. Notable supporters include Overlord Zik’san - former commander of the rebels during the Ouerean Revolution. His appointment to his position despite his outspoken pro-democracy views has angered many of the more conservative nobility on Moghes, with frequent calls for him to be removed from his position. The Warriors are also in favor of the expansion of Ouerean military power, to ensure that the fledgling democracy is capable of fending off any future attempt to return it to feudalism.&lt;br /&gt;
&lt;br /&gt;
Several members of Revolution’s Heirs defected to the Warriors following the massive expansion of Hephaestus Industries in 2465. They continue to advocate for nationalization of Hephaestus property across the planet, alarmed at the enormous power the corporation now wields at every level of the Karszekani. Overlord Zik’san has not spoken out in favor of this yet, with some accusing him of being on Guildmaster T’zakal’s payroll - an accusation not taken lightly, given his status as a hero of the Revolution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ouerean Independence Movement ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This movement is a small one, but with a notable presence on the Synod. As the name suggests, they support the independence of Ouerea from the Karszekani Moghes, with opinions ranging from maintaining favorable relations with the Izweski to breaking ties altogether and seeking alliances among the democratic nations of the Orion Spur. This movement has a small representation among the Synod of Scales, and generally tends towards opposition to Hephaestus Industries. With the ongoing famine in the Karszekani, some of the more vocal supporters of this position have been calling for Ouerea to leverage their status as the Karszekani’s main food provider to force the Izweski into conceding to their demands for independence.&lt;br /&gt;
&lt;br /&gt;
The Independence Movement’s support is fairly evenly divided between Skrell and Unathi. To many of its supporters, it represents the truest promise of Ouerea - a world where anyone, regardless of their species or origins, should be free to choose their own destiny without the meddling of foreign powers. This faction tends to work closely with the Warriors of Liberty - while they disagree on some key issues, both of them support the expansion of Ouerea as a military force in its own right, better to prevent another war if a future Karszekan decides that the grand experiment should come to an end.&lt;br /&gt;
&lt;br /&gt;
While the movement has been opposed to Hephaestus, its membership is divided on the subject of the other megacorporations of the Orion Spur. Some believe that inviting other corporations into the Ouerean economy would help to provide a check on Hephaestus’s power, with the majority holding the opinion that any corporate presence at all is inherently detrimental to Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
Following the massive expansion of Hephaestus, as the megacorporation seized an unopposed monopoly over the Karszekanic economy, the Ouerean Independence Movement has seen an increase in support. While nothing has been proven, some suspect that this is in part due to the discreet support of other human megacorporations such as NanoTrasen in the hopes of weakening Hephaestus’s newfound monopoly&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Oldbloods ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The ‘Oldbloods’, ironically, are actually newer to Ouerea than most of the peasants they deride. During the reign of Overlord Yiztek in the late 2450s, nobles from Moghes were brought to the planet to assist in the implementation of feudalism. This period was brief, with feudal rule on Ouerea being overturned after the Revolution, to the chagrin of the nobles who had invested time and money into establishing new authority on Ouerea. Those whose clans held land on Moghes returned there, but many of the new Ouerean nobility had lost their lands to the Contact War, and viewed this planet as a second chance. For these nobles, there was nowhere to go, and the power and wealth they had been promised on Ouerea was gone. Some of them integrated into the new society and managed to gain positions of power - but a large number of them who were unable or unwilling to do so formed the Oldbloods.&lt;br /&gt;
&lt;br /&gt;
Outside of themselves and their retainers, the Oldbloods have little to no public support, and are generally the subject of mockery among the general populace. Currently, their main form of agitation is sending emissaries to the nobility on Moghes, in the hopes of pressuring either Karszekan Not’zar or his successor to stamp out Ouerean democracy once and for all, and to restore the natural order of things - with themselves back in power. They have had little success, with most of the more influential nobility of Moghes recognising that another war on Ouerea would spell disaster for the Karszekani, especially with the ongoing famine.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Restorationists ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Restorationists are a minority group of humans and Skrell supporting the return of the administration of the colony by the Solarian Alliance and the Nralakk Federation. Due to the Solarian Collapse, this group has a small majority of Skrell over humans, focusing on outreach to the Federation. Following the Revolution, the Restorationists managed to attract a few more supporters in the belief that Ouerea needs the protection of another interstellar power to ensure that the tyranny of the feudal system is not reinstated. While this is the most common viewpoint among Restorationists, there are some among their number who believe that the Unathi are too young to the Spur to successfully govern themselves. The Contact War is, in their eyes, clear proof of the fact that the Unathi require the guidance of their elders on the interstellar stage, lest they bring disaster to themselves and others. The Restorationists are a tiny group, and an effective non-entity in wider Ouerean politics, as most of the human and Skrell colonists who were deeply loyal to the previous governments evacuated the planet when control was returned to the Izweski.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s expansion, and the recent end of the Solarian Civil War, has led to a small increase in human support for the Restorationists. A corporation seizing control over an entire nation’s economy in such a way is reminiscent of the events leading to the Republic of Biesel’s secession in 2452, and some humans have come to support Solarian intervention on Ouerea to prevent Hephaestus from destroying the fledgeling society there. The Restorationists, despite this increased support, are still largely irrelevant to wider Ouerean politics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Hearts of Industry ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Following the reintroduction of Hephaestus to the Ouerean economy, the revolutionary guild known as the Hearts of Industry began to take root among the locals. While this had small beginnings, with Hearts from the Southlands of Moghes traveling to the planet in the hopes of agitating for change, these Unathi found a more receptive environment than they could have possibly dreamed of. The Ouerean people were no stranger to the idea of unions, or for collective action to improve the lot of all, and the revolutionary and egalitarian ideas of Ouerea found a kindred spirit in the Hearts of Industry. Second to only the Southlands chapter of the guild, the Ouerean presence is rapidly growing into a force to be reckoned with. Unlike the other political movements of the planet, the Hearts are unconcerned with Ouerea’s relation to the wider Karszekani, focusing solely on the exploitation of the planet and its people by Hephaestus Industries and the Karszekanic guilds that have made a home there.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s seizure of the Karszekanic economy, the Hearts of Industry have faced hard times, as many of their leaders have been arrested and their membership find it impossible to find work with the guilds due to Hephaestus’s anti-union policies. The Southlands chapter of the guild has been crushed into near-irrelevance, but the Ouerean Hearts persist - at least, for now. While many are forced to keep their membership secret to continue employment, others proudly bear the insignia of their guild still, agitating in Ouerean politics against the megacorporation’s power. Whether they will have any success is yet to be seen.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Aut&#039;akh ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the Aut’akh of Ouerea largely keep to themselves, they are still noteworthy in their actions. Though technically outlawed by Karszekani law, they are far from a priority for the government of Ouerea, and as such have been able to recruit and grow in relative safety. Though law enforcement does not actively pursue the Aut’akh, this is not the case for Hephaestus Industries, as the communes have been a consistent thorn in their side for years. Hephaestus equipment is often stolen or destroyed by Aut’akh saboteurs - both as materials for supporting the communes and as an act of resistance against corporate power. &lt;br /&gt;
&lt;br /&gt;
As such, the Aut’akh of Ouerea have an odd status, where despite the esoteric and unusual nature of their faith, they are often viewed as synonymous with direct action against the Karszekani and Hephaestus. As such, they have found many allies in those who believe that foreign powers - whether corporate or feudal - must be driven from Ouerea by any means necessary. This is where the bulk of the Aut’akh communes on Ouerea recruit from - those who are driven to strike against their oppressors. While there are no known examples of a human or Skrell converting to the Unathi faith, they can often be seen regardless in places such as Aut’akh Valley, living and fighting alongside the augmented Unathi in the hope of freedom for their world.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
[[File:Ouerea Flag.png|400px|thumb|The modern day flag of Ouerea, first made during the Times of Growth, then changed slightly during the Rebellion to incorporate red stripes to represent the blood of the nobility. Because of this, the original Ouerean Flag is officially the flag of the planet.]]&lt;br /&gt;
Ouerea is a cultural breadbasket within the greater Karszekani, with an influx of native Unathi cultures seemingly blending into one another over the decades of colonisation and escape from the growing Wasteland, as well as foreign cultures that have adapted and been integrated – in particular, Skrell and Human influences that have settled across the planet. Despite its roots within an authoritarian feudal state, Ouerea has managed to break free of the iron first of the Karszekani’s cultural wars and develop a society that above all exemplifies community, freedom and democratic practices – through which must all continue by a constant effort to balance the scales between the colony and Moghes. Yet another element of Ouerean society is perseverance, stemming from the fact the original colonists could only rely on themselves thanks to the rudimentary technology available yielding a one-way trip with little capability for quick re-supply. &lt;br /&gt;
&lt;br /&gt;
Compared to its Karszekanic counterparts, Ouerea prides itself on its meritocratic beliefs. Though initially there was pushback against these foreign ideas where one’s value is not measured by clan, birth or position, but instead through their own merits and accomplishments – originating from the original colonists who settled the planet, who could not trust any but each other for their own survival, no matter the position their fellow colonists might once have held. Nationality, position, or culture means nothing to any Ouerean, who will measure a person&#039;s true worth by what they do, for better or for worse. This extends not only to individuals but to entities, whether it be corporations, nation-states, or other groups. The only exception to this is Karszekanic, or Traditionalist, nobility. Ouereans almost universally scorn nobles, despite being ruled by one, especially those from the Karszekani, as they clearly remember both the Rebellion and the Months of Blood. Due to the sheer scale of the uprising in 2460, nearly every Ouerean has a clan member who was hurt or killed during it, and most blame the Karszekani and nobility for those deaths. This unique approach on the planet has blended into other elements of Unathi culture, in particular the structure of clans, as well as the influence they have within one’s life. It is particularly shunned across Ouerea that a Clan may exercise a hold over its members, something seen as sacred on Moghes – a person must be able to take whatever path of life they may elect without hindrance, which subsequently also leads to a decrease in extended familial bonds, with most Ouerean Sinta never meeting the entirety of their Clan, mostly knowing their immediate family and possible some extended family in rare circumstances. However, Ouereans are fiercely loyal to their inner circle, more so than their Moghesian counterparts. Differing heavily from Moghes where such is defined mostly by nobility or allegiance, on Ouerea the inner circle of an Ouerean is normally defined as their community. The first colonists of the planet had to rely on complete strangers in order to survive, and also were relied upon by complete strangers, so therefore have developed this much looser sense of community. Not necessarily of like-minded individuals, an Ouerean views their community as a group of people who will support each other through the thick and thin. To not belong to a community as an Ouerean is to be ostracized, a step apart from society, and therefore making it more difficult to find a community to belong to. Thankfully, most Ouereans are open to inviting new members into their communities, so long as they prove themselves first, in whatever deemed fit. This goes all the way down to friend groups, as they are a community in themselves. Once belonging to a community, Ouereans find themselves obligated to support it, as long as it supports them.&lt;br /&gt;
&lt;br /&gt;
Loyalty to one’s inner circle, to one’s community, is above all else yet another important facet of Ouerean Culture – especially for Ouerean Unathi. Though, there have been instances where cultural contamination has bled into Non-Unathi Ouereans, where a clan-like structure isn’t unheard of within non-Unathi households, in particular Skrell have adapted their own communal habits seamlessly into what have been called “Semi-Clans”. Though community has far-reaching definitions thanks to its subjective nature, it has mostly come to be recognised as one’s immediate surroundings, where not contributing to one’s community – in some way or another – is seen as a societal taboo that results in being shunned, and possibly even ostracized for their inaction if it continues even after “encouraged” participation through shunning. &lt;br /&gt;
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Not dissimilar to Moghes, betrayal on Ouerea is seen as the most abhorrent of all crimes, requiring only the harshest punishment. However, in other cultures betrayal is mostly a singular person, or small group exercise, as they go against the will of the majority. On Ouerea, the blade cuts both ways, especially in regards to communities. Being a member of a community does not only mean that one has a duty to it, it means that the rest of the community has a duty to the individual. Failing to give someone the support they need is considered to be betraying them, just as is one person failing to give the support required of them. This is most notable in the Ouerean Rebellion, where the main driver of the anger of the population was the feeling that they had been betrayed by the Karszekani, who were not giving them the support they needed. This sentiment spawned the well-known quote: “We will be loyal to the Karszekani as long as it is loyal to us.”&lt;br /&gt;
&lt;br /&gt;
Perseverance is the last pillar of Ouerean culture. Given how much time during its history the planet has been all but cut off from Moghes, a sense of never giving up has all but set into the population. It could be in any matter - in pursuit of personal or career goals, enduring times of great difficulty or simply in hard work - but Ouereans are known across the Karszekani for their perseverance, even when others might have long-since given up. This applies not only to personal matters, but also to grander things. During the Ouerean Revolution, [[Notable Unathi#Lord_Admiral_Trazial_Yizarus,_Izharshan&#039;s_Bane|Lord Admiral Trazial Yizarus]] is apocryphally quoted as telling Not’zar Izweski that “We can win this war, Lord Regent - but not without leaving Ouerea more ruined than Moghes. Every man, woman and hatchling of that planet will break before they bend.” Whether or not he actually said this has never been confirmed, with the initial source of the quote being published in an Ouerean newspaper following the Revolution’s end - but it has become a popular saying in Ouerean culture nonetheless. Perseverance within Ouerean culture has taken on a new meaning after this sang rose to prominence, perseverance against the Karszekani and its feudal government; to perserverance in the upholding of Ouerean democracy. It is debatable whether Ouereans have been successful in this, but one thing is for certain; they have not given up yet.&lt;br /&gt;
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=== Semi-Clans / Non-Traditional Customary Clans ===&lt;br /&gt;
Semi-Clans have become a cultural fascination across the Spur, at least to those interested in xenosocietal influences. Similarly operating to Moghesian Clans, with a “Head” or a “Chief”, more commonly just referred to as an “Elder”. These Semi-Clans have been given limited recognition within the Ouerean Federation by the Synod of Scales, where particular elements must be met before a Semi-Clan can be classified as being able to enjoy the legislative protections offered to Unathi Clans – more officially known as Non-Traditional Customary Clans. &lt;br /&gt;
&lt;br /&gt;
Firstly, there must be &#039;&#039;&#039;at least fifteen volunteering members&#039;&#039;&#039;, with some kind of familial ties – whether it be by blood, or by marriage. This has been met with criticisms from Skrell, claiming the [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]] has stunted their ability to grow these numbers, however, those from the Synod of Scales have accepted adoptions as being valid familial ties, offering a loophole to those unable to reach the prescribed minimum number. Secondly, each member or someone duly authorised on behalf of the members, must provide the written oaths of all those seeking to join the Non-Traditional Customary Clan to the Synod of Scales. Thirdly, there must be sufficient evidence that there is an interest for the Non-Traditional Customary Clan to be initiated – an independent one outside of merely enjoying legislative protection. It is common to claim financial assistance as an independent interest, merely having to prove an intention to help one another with pooled resources, to bypass this final requirement. &lt;br /&gt;
&lt;br /&gt;
Once a Non-Traditional Customary Clan has been accepted by the Synod of Scales, it can enjoy both the legislative protections and drawbacks offered to Unathi Clans. This includes stipulations and provisions in Ouerean Customary Laws in both Marriage and Contracts, as well as any repercussions for not following them. Many larger families have chosen this route as a means of better integrating into Ouerea, and becoming accustomed to the forged blending of several elements of Unathi, Skrell and Human societies into a mixed cultural breadbasket.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
Education on Ouerea is very different to that on contemporary Moghes, being public and widespread instead of only reserved for the nobility. As a result of the Federation Administration approving the Synod of Scales request to increase funding for educational infrastructure, public schools can be found in nearly all Ouerean settlements, whether there be cities or small townships. The Ouerean population, therefore, has a much higher level of basic education than most Unathi, and alongside public schools, private acceptance schools are widespread for more specialized education. Being subsidized by the [[Karszekani Moghes]] who wish to advance the species into the modern age, these private schools will often not require payment to attend, instead only requiring that a citizen passes a certain test, or can demonstrate their skill in another form.&lt;br /&gt;
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==== New Skalamar Pioneer’s Seminary ====&lt;br /&gt;
Created by religious authorities within New Skalamar, the Pioneer’s Seminary previously hailed itself for instilling traditional values within its scholars, but more importantly providing them necessary skills to further Ouerea’s development. This predominately manifested itself through teaching skills related to blue-collar industries: construction, farming, mining and any other necessary industries for “Ouerean Sustainability” – the motto of the Seminary. Though initially controlled by a Sk’akh majority during its early days, the introduction of other faiths, including alien faiths, has allowed it to develop a more holistic approach to what is defined as “traditional values”.  Having moved from its primary purpose to teach early colonists, the Pioneer’s Seminary now offers several kinds of courses with “Guild Accreditation” – including Health Sciences, Natural Sciences, Astronomy and much more. With a more balanced teaching platform, with Skrell, Human and Unathi theories all seeing practical application, the New Skalamar Pioneer’s Seminary is slowly taking the lead against its Moghesian counterparts. It still maintains its more “religious” structure, even despite its acclimation to the new Ouerean society – where only religious figures maintain tenure.&lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
&#039;&#039;&#039;March 1st – Rebel’s Cry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unofficially, officially recognized by the greater Ouerean community as being an homage to the Rebellion of February 29th, 2460. Rebel’s Cry, though relatively “new”, sees continued support from native Ouereans as they maintain a distance from their Moghesian Overlord, teetering a precarious balance between free democracy and feudal tyrany. It is generally regarded as being celebrated on March 1st, due to the nature of leap-years, but when the 29th of February does inevitably roll around, Ouerea expects to see hundreds if not thousands of celebrations across its cities. &lt;br /&gt;
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&#039;&#039;&#039;September 28th – Democracy’s Founding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere weeks after the nuclear cataclysm of Moghes had engulfed the planet, a coalition government had been created by the Solarian Alliance and the Nralakk Federation in an attempt to provide stability in a time of crisis – successful in their attempt, representative democracy continued across the planet for close to three decades before royalist elements overthrew the Ouerean Federation. Democracy’s Founding is officially recognised as to when Ouerea began to unravel from the Karszekani’s clutches, seeking to build themselves a path amongst the stars.&lt;br /&gt;
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&#039;&#039;&#039;October 11th - Pioneers&#039; Landing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
October 11th in the human calendar marks the initial colonisation of Ouerea - when the first five Unathi made planetfall, and transformed Ouerea from a dot in the night sky to a home. This is a joyous day of celebration amongst all three species present on Ouerea, honoring the persistent and independent spirit that has made the colony what it is today. Banners bearing the Ouerean flag and images of the initial colonists are often flown, and from the smallest village to the largest metropolis there is dancing, drinking and celebration in the streets - as all Ouereans, whether human, Skrell or Unathi, celebrate the work of those who came before them. This day tends to be viewed with less significance by Skrell, as most of the initial Skrell settlers of Ouerea are still alive.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Language is a confusing topic across Ouerea, in that there exists a vibrant community of polyglots from all walks of life – exposed to languages and dialects from across dozens of planets from which native Ouereans had their ancestors hail from. Seeking to place equality on majority of the more “rooted” languages, the Ouerean Federation has recognised four languages as being instrumental to its continued development: [[Languages|Tau Ceti Basic, Solarian Common, Sinta’Unathi and Nral’malic]]. Though the most predominant language is Sinta’Unathi, Tau Ceti Basic is a close second thanks to its usage as a means of language wayfare – a common ground for which species use to understand eachother.&lt;br /&gt;
&lt;br /&gt;
=== Refugees ===&lt;br /&gt;
Since the conclusion of the Ouerean Rebellion, and truly the [[Contact War]], Ouerea has become a sought after destination for refugees fleeing the destroyed environment of [[Moghes]] for the lush verdant jungles of Ouerea. These refugees, originally welcomed with open arms, have slowly become viewed as more of a nuisance by the native population, as outdated views are once again brought to the planet, housing becomes increasingly difficult to find and refugees resort to setting up shanty towns outside of major cities the likes of which can be found outside of Skalamar itself. In return, the refugees mostly view Ouereans as entitled, having been born to or simply fled before their new neighbours had a chance to. These shanty towns are often rife with crime, causing fear within the native population that the criminal activities seen in them will eventually spread to the streets of major cities.&lt;br /&gt;
&lt;br /&gt;
The two negative opinions the groups share about the other have sometimes flared up into violent clashes, as natives and refugees riot attempting to drive the other out or enforce certain demands. With the commonality of such occurrences on the rise, they create a constant source of headaches for local Watchmen in the major cities, who need to expend resources trying to smother the flames before they get out of hand. As a result, and to keep a pool of cheap labour on [[Moghes]], the [[Karszekani Moghes]] has attempted to curtail the flow of refugees to Ouerea but has had little effect as smugglers remain rampant within the Uueoa-Esa system due to the ongoing scarcity. Those in power on Ouerea, and the Overlord most of all, view the non-stop flow of refugees with increasing concern, as fears of a possible crisis arising from the shanty towns begin to look more and more likely.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
=== Sk&#039;akh on Ouerea ===&lt;br /&gt;
Most of the initial colonists of Ouerea were [[Sk&#039;akh|Sk’akh]], with the first scientists and laborers sent to the colony pre-contact largely originating from the heartland of the faith. While New Skalamar had a small chapel, the Church itself did not pay much attention to the fledgling colony until the introduction of alien technology made travel from Moghes significantly faster and easier, leading to a rapid expansion of the colony.&lt;br /&gt;
&lt;br /&gt;
Following this, settlement on Ouerea grew massively, and the Church began sending missionaries, funding the establishment of a proper Ouerean branch of the faith. The First Scept of Ouerea finished construction in 2415 - a truly impressive building, blending the grandeur of traditional Sk’akhist architecture with the advances of modern technology.&lt;br /&gt;
&lt;br /&gt;
In 2458, with the return of feudal rule to the planet, Overlord Yiz’tek gained the right to appoint an Archpriest. His appointee was a priest from Moghes, in the hopes of showing the ‘proper spiritual path’ to the ‘wayward peasantry of Ouerea’. The first Archpriest of Ouerea was known as a man who cared more for the comforts offered to him by the Church than anything else, and descriptions of his lavish personal chambers in the First Scept of Ouerea were frequently spread among the rebels as examples of the evil feudalism had brought to their world. &lt;br /&gt;
&lt;br /&gt;
Following the end of the Ouerean Revolution and the appointment of General Zik’san as the new Overlord, his predecessor’s Archpriest was unceremoniously dismissed due to claims of his ‘deep and wanton spiritual corruption’ - corroborated by the Ouerean clergy who had served under him. A staunch follower of Sk’akh, Zik’san appointed a new Archpriest from among the Ouerean priesthood, a priest by the name of Iloso Azente. After several months of negotiation with the High Priest on Moghes, Azente was accepted and sworn into his new position - to represent the Sk’akh faith as the Ouerean people practiced it, rather than to mindlessly enforce the will of the far-away Church.&lt;br /&gt;
&lt;br /&gt;
The Sk’akh doctrine remains largely unchanged on Ouerea. However, it has been forced into adapting to the two great tests of the Ouerean experiment - the widespread presence of aliens, and the abolition of the feudal system. Archpriest Azente was one of the driving voices behind the recent doctrinal recognition of the gods of other alien species, and despite some protest from more conservative voices within the Church on Moghes he has welcomed dialogue with other faiths both Unathi and alien - the Karszekan’s grand theological conference in 2460, though not exactly a success in resolving religious tensions, was made possible due to the groundwork laid by Azente and the Ouerean church. &lt;br /&gt;
&lt;br /&gt;
The rise of Ouerean democracy has shaped the Church on Ouerea. The Ouerean church places a greater importance on the free will endowed by Sk’akh to Their children - claiming that it is the Great Spirit’s will that the choice between honor and dishonor is individual, and that all Sinta must find their own path to the purpose aligned for them, instead of simply falling into the patterns of their birth. This independent spirit has been proclaimed heretical by some of Azente’s fellows in the Church, but he has never been officially censured for it. This focus on an individual’s path in life, and the idea of Sk’akh wishing for Their children to find their own way, means that the Ouerean church has absorbed more human ideas of gender, believing that it can be chosen independently of one&#039;s work or duties, with Archpriest Azente having applied the doctrine of Sk’akh’s perfect creation to the matter - if such a thing was unnatural, the Three in One would not create Sinta who felt in such a way. So far, this has gone either unnoticed or ignored by Azente’s fellow Archpriests, and the absence of a High Priest means there is little oversight to ensure he falls in line with the teachings of the Moghresian church. Some among the priesthood, both on Moghes and Ouerea, fear the potential of a schism whenever the Church appoints a new High Priest - but for now, at least, the Ouerean and Moghresian branches of the faith persist in an uneasy equilibrium.&lt;br /&gt;
&lt;br /&gt;
=== Th&#039;akh on Ouerea ===&lt;br /&gt;
Most of the followers of [[Th&#039;akh]] on Ouerea arrived in the post-contact wave of colonists, with settlers from across the Karszekani recruited to settle the new world. As such, Ouerea is home to nearly every variation of Th’akh found on Moghes, though with those practiced in the regions of the former Traditionalist Coalition being less common. Shrines can be found across the planet dedicated to the Court of Stars, the Stone Lords of the [[Zazalai Mountains]], the River Court of the [[Southlands]] and a thousand other variations of the faith. While many keep to the traditions and rituals of their ancestors, the cosmopolitan and independent culture of Ouerea has shaped the practice of Th’akh on the planet.&lt;br /&gt;
&lt;br /&gt;
There is much less of a focus on particular holy sites and ancestral spirits in Ouerean Th’akh - the Unathi on this world are the first and second generation of colonists. There are no honored ancestors who have walked before them on this world, and most believe that, while they watch Ouerea from the spirit world, their ancestors remain on Moghes. For better or for worse, Ouerean Th’akhists know that they will be the ancestors whose spirits are invoked by future generations, the founders of a new civilisation and a new world. This has led to the rise of what is known as Ouerean Syncretism by theological scholars, and simply ‘Ouerean Th’akh’ by others.&lt;br /&gt;
&lt;br /&gt;
Ouerean Th’akh is a synthesis of a thousand variations on the faith - while the colonists all have their own spirit-gods and sacred rituals, their own clans and honored ancestors, they are all equally outsiders now, facing new spirits of a strange new world. The spirits of Ouerea are viewed as wilder and more primal forces than those of Moghes, solely forces of the elemental nature of the planet uninfluenced by the Sinta’Unathi. As such, many Th’akh shamans on Ouerea are equal parts teacher, preacher and survivalist - exemplifying the pioneering spirit of the first Ouereans in learning to work with the spirits of the new world, naming them and seeking to shape a harmonious relationship. Some of the more prominent among these shamans have been vocal in opposition to Hephaestus Industries’ expansion onto the planet, believing that their exploitation of Ouerea will lead to great spiritual misfortune across the planet.&lt;br /&gt;
&lt;br /&gt;
Respect for both the old spirits of Moghes and the new spirits of Ouerea is the duality that shapes Ouerean Th’akh - its shamans teach that the colonists have brought their spirits with them in part, and that only through achieving a peace between the old and the new can one reach true harmony. Those who abandon their old ways and traditions completely may be dishonorable and bring shame to their ancestors - but those who cling to them and refuse to adapt will surely invite the wrath of the Ouerean spirits upon themselves. Widespread exposure to human and Skrell culture has also shaped Ouerean Th’akh in a way that most other variations of the faith have not yet seen. Humans and Skrell are recognized as having their own spirits that they carry with them, both ancestral and reflected in the Th’akh understanding of the alien religions. While there are no known alien converts to Th’akh, the shamans of the faith often seek to work closely with alien religious figures in furthering mutual understanding of both each other, and the world they must share.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of Th’akh, human and Skrell faiths are generally acknowledged as being equally real to Unathi ones - the Qeblak ‘spirits of the stars’ and the deities of the various human faiths are considered to be alien spirits brought here by their followers. They are not venerated by Ouerean Th’akhists, but offerings are sometimes given to them by Unathi who wish to gain their favor for dealing with Skrell and humans.&lt;br /&gt;
&lt;br /&gt;
====Spirits of Ouerea====&lt;br /&gt;
===== Azsaei Zis Azua (Crimson-Toothed Liberty) =====&lt;br /&gt;
&#039;&#039;“Red the blades and red the fires,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Let our struggle only grow,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aid us ‘gainst the tyrant’s ire,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Red your teeth that find his throat.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-A common prayer to Azsaei Zis Azua from the days of the Revolution.&lt;br /&gt;
&lt;br /&gt;
A new spirit that emerged during the years of feudal oppression, Azsaei Zis Azua (Sinta&#039;Unathi: Crimson-Toothed Liberty) is believed to have been born on Ouerea, formed from the spirits of those who died at the hands of the tyrant Yiztek. It is a spirit of freedom, justice, change, and revolutionary violence. It is usually depicted as a young, androgynous Unathi, holding a flaming spear in one hand - though occasionally as a human or Skrell, as their souls are believed to have become part of Azsaei Zis Azua as they perished in the struggle against oppression.&lt;br /&gt;
&lt;br /&gt;
Shrines to this Zyola are often built upon battlefields or sites of import to the Ouerean Revolution. It is often invoked in remembrance of the Ouerean people’s struggle for freedom, and Ouerean Unathi who feel they have been wronged in some way will often call upon it to grant them justice or vengeance. A statue of Azsaei Zis Azua, in its Unathi form, marks the entrance to the Synod of Scales - a solemn reminder to the new government that the freedom Ouerea prizes was not given, but won by blood. Shamans dedicating themselves to Crimson-Toothed Liberty are often political radicals, striving for further liberation of the Ouerean people whether by word or by blade. The spirit is often venerated by members of the Warriors of Liberty, and the party&#039;s official symbol is a stylized depiction of Azsaei Zis Azua&#039;s burning spear.&lt;br /&gt;
&lt;br /&gt;
===== The Izoaei =====&lt;br /&gt;
A collective name for many of the zo’zyola of Ouerea, the Izoaei (Sinta-Unathi: Primordial) are considered to be formless and wild spirits, manifestations of the raw and elemental forces of the world - spirits of stone and wind and water, free from names or bonds that the spirits of Moghes hold. The shamans of Ouerea believe that it is their responsibility to shape the Izoaei, to keep them appeased and guide them into a new state of being. Shrines are rarely built to these nameless spirits, but offerings are commonplace - with shamans believing that it is important to allow the Izoaei to grow accustomed to the presence of life on their world, lest their wrath spell doom for the colony.&lt;br /&gt;
&lt;br /&gt;
Shamans of the Izoaei are an odd blend of scientist, survivalist, and exorcist. Research and understanding of alien worlds is believed to be a method of both honoring and shaping the Izoaei - as Sinta come to better know their new world, so do the spirits of that world come to better understand Sinta. Many of these shamans will take extensive journeys into the Ouerean wilderness, in the hopes of coming to better know the Izoaei and to shape their presence into one that welcomes alien settlement. Shamans of the Izoaei will also often gather in preparation for or in the wake of natural disasters, providing aid in an attempt to bind or banish hostile Izoaei and to shield Ouerea against their harm. Veneration of the Izoaei has spread from Ouerea, with colonists on various [[Notable Unathi Colonies|other Hegemony worlds]] practicing similar rituals in order to overcome hostile environments.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== The Founders =====&lt;br /&gt;
The five Unathi who first set foot on Ouerea are viewed with immense respect by Ouerean civilization, often venerated as particularly revered ancestors - though they bear no blood relation to most modern Ouerean Unathi, they are ancestors in spirit to the modern-day colony. Historical sites often hold shrines to the Founders, and even non-Th’akh or even non-Unathi Ouereans will often leave offerings there in honor of the planet’s history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zuakza Izoki, Speaker of Thunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born to a prominent Heartland noble clan, Zuakza Izoki was a graduate of the Skalamar Academy of Natural Sciences and one of the foremost astronauts of the Izweski Space Program, having been part of one of the first crews on Izweski Station. When the Ouerean mission was planned, he was reportedly hand-picked by the Karszekan to command it as captain of the IHV Venture. Captain Izoki oversaw the initial establishment of what would become New Skalamar, and lived long enough to see humans and Skrell arrive on the planet. He was one of the founders of the New Skalamar Pioneers’ Seminary, and a statue of him adorns its gates in the modern day. He died of old age in late 2429, with a planetary day of mourning declared in his honor shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
His title as a spirit is “Speaker of Thunder” - either in honor of his commanding presence or as a joke from his surviving crewmates about how his way of speaking was extremely irritating over several months in a confined space together, depending on who one asks. He is venerated as a symbol of leadership, courage, and the pioneering spirit of Ouerea. His symbol is a stylized Unathi claw, reaching upwards to grasp at a distant star.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiuhi Ahuos, Watcher of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pilot of the IHV Venture, Kiuhi Ahuos was a distinguished warrior from an Izweski air regiment stationed in the Southlands. As the Izweski Space Program grew, Ahuos found himself working as a test pilot on several of the program’s early missions. He was severely injured during a failed re-entry in the 2460s, which reportedly left him walking with a cane for the remainder of his life. Following the establishment of the Ouerean colony and first contact, he returned to Moghes with honor, continuing to work with the space program on various missions. His final mission was one that would go down in Unathi history, serving as a navigator on the IHRV Uezwik’s Hope - the Karszekani’s first attempt at creating a warp-capable spacecraft. When the warp calculations proved incorrect, Ahuos was killed along with the rest of the ship’s crew.&lt;br /&gt;
&lt;br /&gt;
As a spirit, his title is “Watcher of the Dark”, in reference to his status as one of the Karszekani’s first space pilots. Ouereans working offworld, particularly on spaceships or as pilots, will often make offerings to him to protect them, as his spirit is believed to watch over all Unathi abroad in the vastness of space. His symbol is a black Unathi eye, filled with a field of stars.&lt;br /&gt;
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&#039;&#039;&#039;Skiaei Sazs - Bearer of Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s engineer aboard the Venture, Skiaei Sazs was a guildsman of the Construction Coalition and one of the space program’s most talented engineers. The Venture itself was a Sazs design, and they were handpicked by Captain Izoki for the mission. Following planetfall, Sazs was responsible for the assembly of the initial colony site, and is believed by some to be the patron spirit of modern New Skalamar itself. Though well into their old age, Sazs was one of the founders of Hegeranzi Starworks, and reportedly turned down the position of guildmaster there several times before their death. Sazs was known to work closely with Hephaestus Industries, and was reportedly an influential mentor of Yukal T’zakal during his early days working with Hephaestus. They perished from old age in 2452, in their office aboard Hegeranzi Starworks.&lt;br /&gt;
&lt;br /&gt;
As a spirit, their title is “Bearer of Flame”, in reference to their contributions to interstellar engineering. A shrine to Sazs adorns Hegeranzi Starworks today, and Ouerean engineers will frequently make offerings to their spirit to bless the success of a project. Their symbol is a trail of fire, stretching towards a field of stars.&lt;br /&gt;
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&#039;&#039;&#039;Kseok Ssu, Witness of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally from a minor noble clan of S’th, Dr. Kseok Ssu was an accomplished biologist from the Skalamar University of Medicine long before she was chosen for the Ouerean mission. After her arrival on Ouerea, Dr. Ssu was responsible for cataloging thousands of new species native to the planet, as well as for the successful introduction of Moghresian plants and animals to the Ouerean biosphere. She is remembered as one of history’s greatest xenobiologists by Unathi even beyond Ouerea, and was granted the position of planetary chapter-master by the House of Medicine for her contributions to the sciences. She traveled extensively following first contact, studying human and Skrell advances in xenobiology for nearly thirty years and giving several guest lectures at human universities - acquiring a reputation as something of a daredevil researcher in interstellar academic circles. Kseok Ssu disappeared in 2438, only a year before the beginning of the Contact War, departing on an expedition to catalog the alien fauna of the Arusha sector. Her title as a spirit is “Witness of Life”, and she is frequently venerated by healers, academics, and explorers on Ouerea - particularly those seeking to study the planet’s ecosystem. Shrines to her can be found in most Ouerean universities, and it is a common practice among students to leave offerings there to improve their academic performance.&lt;br /&gt;
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&#039;&#039;&#039;Olzahi Ekzur - Eye of Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s surveyor, Olzahi Ekzur was responsible for much of the initial exploration and surveying of Ouerea following planetfall. During her time as a researcher for the space program, she was responsible for the launch of several probes to Ouerea, and selected the initial landing site personally. Following planetfall, she engaged in extensive study of the area surrounding the landing site, and much of the layout of New Skalamar today is based on her initial blueprints. Ekzur spearheaded much of the initial exploration of Ouerea, and spent a large amount of her time at the Sahhat Geographical Research Complex with visiting Skrell scientists, reportedly fascinated by their culture and advancements. Ekzur’s methodologies for planetary colonization were rapidly adopted, and have since become standard practice by Karszekani colonists throughout the Spur. In 2441, Ekzur was killed in a storm on the Azareazi Sea as part of an ongoing polar expedition. Survivors of the wreck reported that she refused to leave her research or her crew, and returned to the sinking ship several times in order to recover more.&lt;br /&gt;
&lt;br /&gt;
As a spirit, her title is “Eye of Stone”, in reference to her blunt and unemotional demeanor, as well as her contributions to the field of geology. She is viewed as the patron spirit of explorers, scientists, and all those who seek to wander beyond the horizons of the known. Ouerean exploration and research programs often consecrate their missions in her name. Her symbol is a silhouetted Unathi figure, walking towards a stylized horizon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aut&#039;akh on Ouerea ===&lt;br /&gt;
Ouerea is the birthplace of the [[Aut&#039;akh|Aut’akh]] faith, with the secretive religion’s followers having revealed themselves to the Spur for the first time there, though its communes are now spread across the wider Spur. Its origins lie with a group of Th’akh scientists and engineers, the foremost among them being [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], the elusive archaeologist now known by the Aut’akh as the ‘Creator of Paradigms’. &lt;br /&gt;
&lt;br /&gt;
These founders synthesized their Th’akh beliefs with Paossini’s studies of the ancient Sinta’Mador, and their ruins at the North Pole of Moghes, as well as the Ouerean ideas of self-governance to form the roots of what is now the Aut’akh faith. The Aut’akh of Ouerea exist in an odd state - despite the persecution throughout the wider Karszekani, the Ouerean government is largely content to leave them to their communes - and while some of the more militant among the Sk’akh and Th’akh faithful will occasionally call for stamping them out, this has yet to gain any traction.&lt;br /&gt;
&lt;br /&gt;
The main opposition the Aut’akh face on Ouerea comes in the form of Hephaestus Industries, with the planet’s communes having stood in fierce opposition to the human megacorporation for years. Aut’akh salvagers will frequently launch raids on Hephaestus compounds or equipment, stealing synthetics, machinery and supplies to sabotage the corporation’s efforts and bolster their own communities. Over the years since the Ouerean Revolution and the rise of the Aut’akh faith, Hephaestus has extensively hired mercenaries from the Fighters’ Lodge to protect its investments on the planet - and to engage in borderline warfare against the Aut’akh wherever they may be found.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s absorption of the Fighters’ Lodge as a subsidiary, their campaign against the Aut’akh of Ouerea has only heightened. Though the Confederation has yet to step in, rumors of Hephaestus-backed mercenaries burning Aut’akh communes and Aut’akh radicals engaging in sabotage against Hephaestus employees have spread like wildfire.&lt;br /&gt;
&lt;br /&gt;
More information about the Aut’akh of Ouerea can be found [[Aut&#039;akh#The_Aut&#039;akh_Valley,_&amp;quot;the Originals&amp;quot; | here]].&lt;br /&gt;
&lt;br /&gt;
=== Alien Religions ===&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the alien colonists came to Ouerea, they brought their gods with them. Nearly every religion that is common in either the Sol Alliance or Nralakk Federation can be found on the world. In New Skalamar, the First Scept of Ouerea is by far the largest religious building - but it is not alone, standing on what has become known as the Street of Ten Thousand Temples. Human, Skrell and Unathi sites of worship all stand there, visited by their myriad adherents - with some locals jokingly referring to it as ‘the holiest place in the Spur’. More information on the faiths of non-Sinta can be found [[Aliens_on_Ouerea#Alien_Religions|here]].&lt;br /&gt;
&lt;br /&gt;
== Cities of Ouerea ==&lt;br /&gt;
The tropical regions around the Trizkizki and Riztizkzi Seas are the most populated areas of Ouerea - nearly all the major cities on the planet are located in and around this region. Due to its warmth making it ideal for Unathi biology, it was targeted from the beginning of the colonization process.&lt;br /&gt;
&lt;br /&gt;
=== New Skalamar ===&lt;br /&gt;
The oldest city on Ouerea and capital of the planet, New Skalamar has humble beginnings - the reassembled shelter of five colonists, growing over the years into a ramshackle town and further into the bustling metropolis that it is today. A strange mixture of Unathi, human and Skrell-style architecture defines the city, with the Nralakk Federation and Solarian Alliance having played a major role in its expansion into a true city.&lt;br /&gt;
&lt;br /&gt;
In the Founding District, lying at the center of the city on a plain of undisturbed grass, is the Pioneers’ Field - a near-perfect recreation of the pre-contact settlement built by the first Unathi to arrive on the planet. Statues of each of the five founders stand around it, and each of them was buried beneath its earth, having given all of themselves to the establishment of Ouerea as a thriving world. The Field is a popular spot for tourists, and the locals will often frequent it to remind themselves of the humble beginnings that their world rose from. One of the most famous images of the Ouerean Revolution shows a crowd of rebels - Skrell and Unathi alike - standing shoulder to shoulder on the Pioneers’ Field, refusing to bend or break before Overlord Yiztek’s forces. Frequently, the entrance to the Field is decorated with wreaths of flowers in tradition, or offerings to the restless spirits - honoring those who gave their lives in the Months of Blood and the Revolution, for the freedom and prosperity of their home.&lt;br /&gt;
&lt;br /&gt;
Just a short distance south stands a building that has had many names - initially built as the Ouerean Colonial Administration building by the Nralakk-Sol government, briefly transformed into the seat of Overlord Yiztek, and then renamed again following the Revolution to the Synod of Scales, as the newly formed government of Ouerea took up residence there. The Founding District is filled with grand buildings, any one of which could have made a suitable seat for the newly-appointed Overlord - but so far, Overlord Zik’san has refused to name a proper seat, remaining instead in a modest home a short distance outside the city. While most of the Founding District consists of city or planetary government buildings, there is one exception. Looming over the skyline like a dagger aimed at Moghes, the Hephaestus Regional Branch Office - nicknamed by some locals as ‘the Titan’s Tower’ - is the center of the megacorporation’s operations on Ouerea, and is second only to the Skalamar office in importance to the corporation’s overall strategy in the Karszekani.&lt;br /&gt;
&lt;br /&gt;
Not all of New Skalamar is so picturesque, however. Around the city’s docks, immigrant workers and refugees from Moghes have settled - hoping to find work and prosperity. Many of them have been left to languish, however, with the slums of the Docklands being known as a hotbed of organized - and disorganized - crime and poverty. Frequent calls are made in the Synod to address this issue, but no solution has yet been reached. Clashes between the Ouerean locals and the Moghresian arrivals are common, and many fear that if something is not done for the Docklands, they will erupt into outright war.&lt;br /&gt;
&lt;br /&gt;
=== K&#039;rath ===&lt;br /&gt;
A short distance to the east of New Skalamar, K’rath lies on the edge of the sea, in the foothills of the K’rath Mountains. Surrounded by a wide swathe of coastal lowland, it is considered by many to be one of the most beautiful cities on Ouerea - the bottle-green and tropically warm waters of the Trizkizki Sea stretch towards the Horizon, and the snow-capped mountains rise just a short distance to the south. By its locals, it is considered a paradise city, and the tourism industry of K’rath has thrived since the end of the Contact War, with wealthy nobles and guildsmen of Moghes seizing the opportunity to get away from their ruined world and take in the beauty of Ouerea. &lt;br /&gt;
&lt;br /&gt;
The majority of K’rath’s residents are Unathi, with a large number of those wealthy enough to afford it having immigrated there following the end of the Contact War. During the days of feudalism on Ouerea, the region surrounding K’rath was quickly returned to the feudal way of life, with many of the farmers and fishers in the region suddenly finding themselves as serfs, with the rights they once held stripped away. The anger at this treatment, and at being forced to bow to the new lords of the region, exploded violently during the Revolution. Many of the nobility reigning over the K’rath region were executed by the rebels, and those who managed to escape now make up the core of the faction known as the Oldbloods - pointing to the killings carried out by the K’rath rebels as proof of the danger of Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
K’rath still bears scars from the Revolution, with many of its grander and more luxurious hotels and resorts being rebuilt from the fighting. However, the tourists have begun to visit again, and though many of the locals complain about how their city now caters to the same parasites they once drove out, the influx of foreign wealth has greatly accelerated the rebuilding efforts. Its proximity to the ocean has given K’rath a large Xiialt Skrell population, with a small and insular district referred to as ‘Little Nralakk’ having sprung up on the waterfront. Many of the locals have leaned into the strange reputation of their species, offering services to tourists such as ‘psionic fortune readings and ‘psionic healing’ - neither of which tend to involve any actual psionics.&lt;br /&gt;
&lt;br /&gt;
=== Um&#039;a&#039;yid ===&lt;br /&gt;
Um’a’yid lies on the western coast of the Trizkizki Sea, and is a major fishing port on Ouerea. It is home to the planetary guildhall of the Fishing League and has rapidly become one of the most prosperous chapters of the enormous guild. Since the beginning of the famine gripping the Karszekani, the Guild has brought in enormous amounts of labor from Moghes in order to expand fishing operations across the region. As Hephaestus Industries expands its aquacultural operations, it remains unclear as to whether or not the League will continue to keep its iron grasp on the city. &lt;br /&gt;
&lt;br /&gt;
The city is currently majority Unathi, in large part due to the numbers of peasant workers and guildsmen brought in to assist the guild in its food production efforts. Prior to the guild’s expansion into the city, however, the population was fairly evenly split between the planet’s three species. As the Fishing League only recruits Unathi as full guildsmen, much of the work available in the city to humans and Skrell is limited, usually for much lower pay - though some with backgrounds in xenobiology or environmental science have managed to secure prestigious advisory positions to the guild, and have been instrumental in the establishment of some of the guild’s existing aquacultural centers across Ouerea. &lt;br /&gt;
&lt;br /&gt;
For the rest, however, the most common work is on the city’s docks or as non-guild labor on fishing boats. The low pay of non-guildsmen has meant that many humans and Skrell have left the city in recent years, with many of them seeking similar work in the employ of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s buyout of the Fishing League, however, the situation has changed, with the newly acquired subsidiary being required to pay its non-guild workers the same wage that a guildsman in the same position would earn. This has been instrumental in building goodwill towards Hephaestus among the city’s alien population - though many of the guildsmen resent their new employers for trivializing their difficulties in earning their position in the guild.&lt;br /&gt;
&lt;br /&gt;
=== Tr’ha’rem ===&lt;br /&gt;
Along the land bridge separating the Trizkizki and Riztizkzi Seas lies the city of Tr’ha’rem, a major shipping port on Ouerea. Nearly all cargo bound to and from Z’ek or Sahat passes through the city, and the massive tropical rainforests surrounding the city have proven very valuable for logging and farming. A spicy fruit known as kizau (A Sinta’Unathi word meaning ‘sweet sting’) is an extremely popular export from the city, which sees frequent use in Ouerean cuisine, being one of the rare foodstuffs to have proved equally popular among Skrell, humans and Unathi alike.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the northern edge of the Ouerean equator, Tr’ha’rem is less hot and humid than most of the planet. This has made it a popular destination for non-Ouereans, as it is widely considered to be more livable. Tr’ha’rem is also home to one of the larger human communities on Ouerea - though colonists came from many different parts of Solarian space, largely in the employ of megacorporations, traveling halfway across the Spur is not something done lightly, and generally only by those with little to gain remaining on their homeworld. Perhaps it is unsurprising, then, that a large number of [[Mars|Martians]] wound up living and working on Ouerea, primarily in the employ of Hephaestus Industries. As its climate is more bearable year-round for humans, a great many of these workers dwell in Tr’ha’rem, with a district near the city’s docks being named &amp;quot;New Olympia&amp;quot; by its residents. The locals tend to view Hephaestus favorably and have bitter feelings towards the Solarian Alliance, which were only amplified by the Violet Dawn disaster of 2462. Though many of them have not seen Mars in decades, if at all, they still consider themselves as Martian as they are Ouerean, and many of the locals have donated extensively to relief efforts following the disaster.&lt;br /&gt;
&lt;br /&gt;
Due to its large human population, Tr’ha’rem often plays a key role in many human-centric political developments. Some of the earliest fires of the Ouerean Revolution were sparked in the streets of New Olympia, and since the establishment of the Confederation, it has been a key part of the campaign for human representation on the Synod of Scales. Though the Karszekani is unwilling to allow aliens to hold power over Sinta, the humans of Tr’ha’rem have fiercely agitated for at the very least an observer similar to that which the Skrell of Ouerea have. So far, this campaign has not been met with any official response, with the believed reasoning being very few humans have fully settled on the planet as the Skrell did, instead being there as megacorporate workers.&lt;br /&gt;
&lt;br /&gt;
=== Xrqii-Zek&#039;Qlip ===&lt;br /&gt;
A small settlement in the Z’ek Crater, the town of Xrqii-Zek&#039;Qlip (often abbreviated to Zek by non-Skrell)  is considered to be a gateway to a tropical paradise - for humans and Skrell, anyway. The humidity in the region is generally considered too much to bear for Unathi due to it causing embarrassing and frequent fungal infections of the scales. As such, there are very few Unathi inhabiting this region, though the warm and idyllic tropical waters are a perfect environment for Xiialt Skrell, who make up a majority of the small settlement’s population. &lt;br /&gt;
&lt;br /&gt;
Though briefly settled by Unathi at one point, with the village of Zek being the first settlement on the island, the constant humidity and scale infections led to most of the settlers rapidly leaving. Following their departure, the Nralakk Federation considered the use of the islands as an environmental research facility, and it was their surveying which led to the discovery of their ideal conditions for Skrell. Though the Federation decided against it, moving their efforts elsewhere, this was what attracted the second wave of settlers to come to the island. The Skrell that moved here would name their town after the original settlement in respect to the native Unathi who originally tried living here.&lt;br /&gt;
&lt;br /&gt;
The islands of the Z’ek crater are considered to be one of the wonders of Ouerea, looking like the archetypal island paradise. While most of the locals make their living largely off fishing or farming, the small town has seen a boom of late, as the Ouerean government wishes to further exploration into the Azareazi Sea to the south, which is still unsettled and not nearly as well-explored as the equatorial region of Ouerea. As Xrqii-Zek&#039;Qlip is the closest settlement, in recent years the town has become a frequent stopping point for researchers and supply shipments bound south, to various research bases.&lt;br /&gt;
&lt;br /&gt;
=== Sahhat ===&lt;br /&gt;
Far to the east of the Riztizkzi Sea lies the Sahhat Crater - a volcanic crater in the middle of the savannah. Aside from the grassland around it, the middle of the crater holds a large and very deep lake, branching off into unexplored underwater caverns. The beauty of the crater, and its warm yet not unpleasant waters, have led to it becoming something of a tourist destination, with the small town of Sahhat catering to the wealthy Unathi, humans and Skrell who come to visit. &lt;br /&gt;
&lt;br /&gt;
Originally, Sahhat was the site of the Sahhat Geographical Research Complex - a Nralakk Federation scientific outpost dedicated to understanding the unique biosphere of the underwater caverns of the crater. Following the Federation’s withdrawal from Ouerea, the facility stood abandoned, though it has since been reopened as a museum dedicated to the unique flora and fauna found in the caverns. &lt;br /&gt;
&lt;br /&gt;
A small settlement arose over time near the research base, as primarily Unathi settlers from the core of the colony ventured out to the region, and formed what is now the town of Sahhat. The town largely existed to support the research base, but the friendships built over many years between the two groups led to a few of the Skrell scientists choosing to remain on Ouerea when the Federation left. Now, Sahhat is a beautiful town, looming over the crater and descending down the cliffsides of the ancient volcanoes. It offers every luxury - fine food and drink from human, Skrell and Unathi culinary traditions, entertainment in its small yet thriving theatrical district, and the unique sights of diving into the crater itself and exploring the scenic underwater caverns. While this is a profitable industry, and usually divers are accompanied by a Skrell guide - every now and then a foolhardy tourist will dive into the crater’s water and never resurface. &lt;br /&gt;
&lt;br /&gt;
Likely, they simply got lost in the caves and ran out of oxygen. Some of the locals, however, whisper of something more sinister - an alien beast lurking in the depths of the Sahhat Crater, picking off tourists when it sees the opportunity. Though some have sought out to hunt whatever monster this may be, none of these parties have ever turned up anything, leading most serious scholars to conclude that the ‘Sahhat Leviathan’ is nothing more than a ghost story to sell souvenirs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=39077</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=39077"/>
		<updated>2026-04-20T10:21:27Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Moghes&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Moghes Planet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = [[Languages#Unathi_languages|Sinta&#039;Unathi, Sinta&#039;Azaziba]]&lt;br /&gt;
|Demonyms = Moghresian&lt;br /&gt;
|Nation = [[Karszekani Moghes]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Moghes is the third planet from [[Uueoa-Esa]], the home planet of the [[Unathi]], and the capital of the [[Karszekani Moghes]]. Though at one point Moghes had a highly diverse ecosystem, much of the planet has been rendered a barely-habitable desert by the nuclear exchange known as the [[Contact War]]. Moghes is one of three inhabited planets in Uueoa-Esa, alongside [[Ouerea]] and [[Tret]]. Moghes was discovered in 2403 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes&#039; surface was an earth-like environment with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains ranges. Due to the large flat surfaces that make up Moghes, most of the planet experienced roughly the same variations in climate across the planet.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Moghes is divided into two biomes - the lush Untouched Lands and the harsh [[The Wasteland|Wasteland]] formed from the regions desolated by the Contact War. The Wasteland is a largely barren desert dotted with the ruins of hundreds of pre-war settlements, with many areas still dangerously radioactive after decades. The Untouched Lands maintain their pre-war environments - but the massive ecological impact of the Contact War is beginning to have an impact on even these areas, as the Wasteland continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into fifteen months with twenty-four days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts five months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it is completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts five months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh is considered a sign of slothfulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts five months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
&lt;br /&gt;
====[[The Wasteland]]====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
==== Domesticated Fauna ====&lt;br /&gt;
===== Azkrazal (Threshbeast) =====&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15 to 25 miles before needing to stop. &lt;br /&gt;
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===== Hegeranzi (Warmount) =====&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi, they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
&lt;br /&gt;
===== Eszkazal (Sprinter Beast) =====&lt;br /&gt;
The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.&lt;br /&gt;
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Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Karszekani, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres&#039;ha&#039;nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.&lt;br /&gt;
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The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.&lt;br /&gt;
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===== Orszi (Swarm Fish) =====&lt;br /&gt;
The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.&lt;br /&gt;
&lt;br /&gt;
There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Karszekani adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.&lt;br /&gt;
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===== Tul (Tusk) =====&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades.&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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==== Undomesticated Fauna ====&lt;br /&gt;
===== Siro (Shrieker) =====&lt;br /&gt;
The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.&lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===== Otzek (Golden Prey) =====&lt;br /&gt;
Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.&lt;br /&gt;
&lt;br /&gt;
With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.&lt;br /&gt;
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===== Stok (Lizard Monkey) =====&lt;br /&gt;
The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.&lt;br /&gt;
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Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.&lt;br /&gt;
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===== Skrazi (Plains Tyrant) =====&lt;br /&gt;
Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Karszekani has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.&lt;br /&gt;
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With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.&lt;br /&gt;
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=== Flora ===&lt;br /&gt;
===== Tehthzekziki Leaves (Teht Mint) =====&lt;br /&gt;
As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.&lt;br /&gt;
&lt;br /&gt;
Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.&lt;br /&gt;
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The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Karszekani. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Karszekani, waiting for the time when they will be able to flourish and be harvested once more.&lt;br /&gt;
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===== Xuizi Cactus =====&lt;br /&gt;
The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike. &lt;br /&gt;
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Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.&lt;br /&gt;
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===== Sarezhi Berries =====&lt;br /&gt;
These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.&lt;br /&gt;
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===== Gukhe Bloom =====&lt;br /&gt;
A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.&lt;br /&gt;
&lt;br /&gt;
In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.&lt;br /&gt;
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===== S’erki Flowers (Rock Petals) =====&lt;br /&gt;
The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold next to no interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.&lt;br /&gt;
&lt;br /&gt;
These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.&lt;br /&gt;
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===== Aghrassh Tree =====&lt;br /&gt;
The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Karszekani troops can be found.&lt;br /&gt;
&lt;br /&gt;
Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Karszekani military or civilian vessels.&lt;br /&gt;
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===== S’th Berries =====&lt;br /&gt;
Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.&lt;br /&gt;
&lt;br /&gt;
These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.&lt;br /&gt;
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== Regions of Moghes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Tza Prairie|The Tza Prairie]] ===&lt;br /&gt;
&lt;br /&gt;
The Tza Prarie, also known as the Th&#039;akh Heartland, is a mountainous region lying to the north of the Moghresian Sea. The surrounding mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the Contact War, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the region. The Tza Prairie is majority Th&#039;akh, and is believed to be the original birthplace of the faith by historians. It is ruled by [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_Lord_of_the_Wastes,_and_Izweski_Master_of_Rivers|Overlord Azui Hutay&#039;zai]], from the city of Kutah.&lt;br /&gt;
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=== [[Izweski Heartland|The Izweski Heartland]] ===&lt;br /&gt;
&lt;br /&gt;
Stretching along the northern coast of the Moghresian Sea, the Izweski Heartland has been the center of the Karszekani Moghes&#039;s power for centuries. Thanks to Izweski anti-air and missile defense systems, this region was almost entirely unscathed by the Contact War - a fact which has led to hordes of refugees attempting to find shelter from the harsh Wasteland there. The Heartland is majority Sk&#039;akh, having been the stronghold of the Church throughout history. In the modern day, the Heartland is the most populous and influential region of Moghes - home to the Izweski clan themselves. Though the Karszekan rules from the Heartland, its management is the responsibility of &#039;&#039;&#039;Overlord Trikzara Sirax&#039;&#039;&#039;, who rules from the city of Skalamar.&lt;br /&gt;
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=== [[Southlands|The Southlands]] ===&lt;br /&gt;
&lt;br /&gt;
A large region on the southern side of the Moghresian Sea, the Southlands are a wealthy and prosperous region of the Karszekani - though one frequently gripped by unrest. A cosmopolitan society, it is divided fairly evenly between the Th&#039;akh and Sk&#039;akh faiths - though in recent years, the revolutionary ideals of the Si&#039;akh faith have begun to take root there, as many of the local workers grow increasingly dissatisfied with their lot in life. The Southlands have long been a hotbed of labor disputes, with the organization known as the Hearts of Industry having its roots there - though following Hephaestus&#039;s rise to power, many of their number have abandoned the guild or fled to Ouerea. The Southlands are ruled by &#039;&#039;&#039;Overlord Rokasi Miazso&#039;&#039;&#039;, a bold and charismatic Unathi known to many as something of a warrior-poet, from the city of Jaz&#039;zirt - though his clan has long been a bitter rival of the Sarnac clan, who reign in Razir.&lt;br /&gt;
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=== [[Zazalai Mountains|The Zazalai Mountains]] ===&lt;br /&gt;
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Spanning nearly the entirety of Moghes, the Zazalai Mountains have long been a position of strategic import, acting as the Karszekani&#039;s greatest border against the various nations of the east. In the modern day, they act instead as a border against the spreading Wasteland, and many small towns and villages of the region have become ghost towns due to the ecological ruin of the War. There is no current Overlord of Zazalai, as the Karszekan has not yet seen fit to appoint one, leading to a status quo where the major lords of the region are left to their own devices. The people of Zazalai are as resilient and steadfast as the mountains they call their home, with their society for centuries built around the ideals of defending the Karszekani to the last man - and now that the Karszekani&#039;s foes are finally destroyed, much of their way of life is left without a purpose.&lt;br /&gt;
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=== [[Broken Coalition|The Broken Coalition]] ===&lt;br /&gt;
&lt;br /&gt;
Located along the southeastern borders of the Wasteland, the Broken Coalition was once the heartland of the Azarak Kingdom - the most powerful nation of the Traditionalist Coalition. With the ending of the Contact War, the Azarak clan were eradicated, and their surviving cities placed under harsh martial law. Of all the regions of Moghes, the Broken Coalition has suffered the worst from the spreading Wasteland, and the bitterness of those who served the Azarak still lingers nearly two decades after the war&#039;s end. Currently, the Broken Coalition is ruled by &#039;&#039;&#039;Lord-Governor Razkara Gwarlza&#039;&#039;&#039;, the Izweski-appointed governor of Darakath - though many of the local nobility despise and resent him.&lt;br /&gt;
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=== [[Torn Cities|The Torn Cities]] ===&lt;br /&gt;
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Formerly known as the Kopesk States, the Torn Cities were a collection of theocratic city-states along the western coast of the Moghresian Sea. Ruled over by an order of shamans known as the Storm Heralds, the Kopesk States aligned themselves with the forces of the Traditionalist Coalition during the Contact War - a mistake which would see their ruin. Following their surrender, the ruling shamans were stripped of their power, replaced with Izweski-appointed governors sent to keep order and integrate the now-humbled Kopesk lands into the Karszekani. As the Torn Cities bowed, the Sk&#039;akh Church sought to spread their own faith in the region now that the power of the Heralds had been broken - though so far, they have had little success, and the beliefs of Kopesk Th&#039;akh remain firmly intact - with whispers emerging in recent years of a new prophet rising with promises to restore the shamans&#039; rule of the Torn Cities. The Torn Cities are ruled from the city of Tak by &#039;&#039;&#039;Lord-Governor Azkohi Jakhar&#039;&#039;&#039;, a young Heartland nobleman who believes that his position grants him a chance to impress the Karszekani&#039;s mightiest - but who knows little of the people he has been tasked to keep in line.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=39076</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=39076"/>
		<updated>2026-04-20T10:21:17Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Moghes&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Moghes Planet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = [[Languages#Unathi_languages|Sinta&#039;Unathi, Sinta&#039;Azaziba]]&lt;br /&gt;
|Demonyms = Moghresian&lt;br /&gt;
|Nation = [[Karszekani Moghes]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Moghes is the third planet from [[Uueoa-Esa]], the home planet of the [[Unathi]], and the capital of the [[Karszekani Moghes]]. Though at one point Moghes had a highly diverse ecosystem, much of the planet has been rendered a barely-habitable desert by the nuclear exchange known as the [[Contact War]]. Moghes is one of three inhabited planets in Uueoa-Esa, alongside [[Ouerea]] and [[Tret]]. Moghes was discovered in 2403 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes&#039; surface was an earth-like environment with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains ranges. Due to the large flat surfaces that make up Moghes, most of the planet experienced roughly the same variations in climate across the planet.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Moghes is divided into two biomes - the lush Untouched Lands and the harsh [[The Wasteland|Wasteland]] formed from the regions desolated by the Contact War. The Wasteland is a largely barren desert dotted with the ruins of hundreds of pre-war settlements, with many areas still dangerously radioactive after decades. The Untouched Lands maintain their pre-war environments - but the massive ecological impact of the Contact War is beginning to have an impact on even these areas, as the Wasteland continues to grow.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into fifteen months with twenty-four days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts five months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it is completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts five months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh is considered a sign of slothfulness.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts five months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====[[The Wasteland]]====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
==== Domesticated Fauna ====&lt;br /&gt;
===== Azkrazal (Threshbeast) =====&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15 to 25 miles before needing to stop. &lt;br /&gt;
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===== Hegeranzi (Warmount) =====&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi, they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===== Eszkazal (Sprinter Beast) =====&lt;br /&gt;
The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.&lt;br /&gt;
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Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Karszekani, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres&#039;ha&#039;nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.&lt;br /&gt;
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The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.&lt;br /&gt;
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===== Orszi (Swarm Fish) =====&lt;br /&gt;
The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.&lt;br /&gt;
&lt;br /&gt;
There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Karszekani adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.&lt;br /&gt;
&lt;br /&gt;
===== Tul (Tusk) =====&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades.&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
&lt;br /&gt;
==== Undomesticated Fauna ====&lt;br /&gt;
===== Siro (Shrieker) =====&lt;br /&gt;
The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.&lt;br /&gt;
&lt;br /&gt;
Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
&lt;br /&gt;
===== Otzek (Golden Prey) =====&lt;br /&gt;
Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.&lt;br /&gt;
&lt;br /&gt;
With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.&lt;br /&gt;
&lt;br /&gt;
===== Stok (Lizard Monkey) =====&lt;br /&gt;
The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.&lt;br /&gt;
&lt;br /&gt;
Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.&lt;br /&gt;
&lt;br /&gt;
===== Skrazi (Plains Tyrant) =====&lt;br /&gt;
Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Karszekani has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.&lt;br /&gt;
&lt;br /&gt;
With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
===== Tehthzekziki Leaves (Teht Mint) =====&lt;br /&gt;
As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.&lt;br /&gt;
&lt;br /&gt;
Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.&lt;br /&gt;
&lt;br /&gt;
The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Karszekani. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Karszekani, waiting for the time when they will be able to flourish and be harvested once more.&lt;br /&gt;
&lt;br /&gt;
===== Xuizi Cactus =====&lt;br /&gt;
The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike. &lt;br /&gt;
&lt;br /&gt;
Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.&lt;br /&gt;
&lt;br /&gt;
===== Sarezhi Berries =====&lt;br /&gt;
These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.&lt;br /&gt;
&lt;br /&gt;
===== Gukhe Bloom =====&lt;br /&gt;
A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.&lt;br /&gt;
&lt;br /&gt;
In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.&lt;br /&gt;
&lt;br /&gt;
===== S’erki Flowers (Rock Petals) =====&lt;br /&gt;
The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold next to no interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.&lt;br /&gt;
&lt;br /&gt;
These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.&lt;br /&gt;
&lt;br /&gt;
===== Aghrassh Tree =====&lt;br /&gt;
The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Karszekani troops can be found.&lt;br /&gt;
&lt;br /&gt;
Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Karszekani military or civilian vessels.&lt;br /&gt;
&lt;br /&gt;
===== S’th Berries =====&lt;br /&gt;
Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.&lt;br /&gt;
&lt;br /&gt;
These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.&lt;br /&gt;
&lt;br /&gt;
== Regions of Moghes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Tza Prairie|The Tza Prairie]] ===&lt;br /&gt;
&lt;br /&gt;
The Tza Prarie, also known as the Th&#039;akh Heartland, is a mountainous region lying to the north of the Moghresian Sea. The surrounding mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the Contact War, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the region. The Tza Prairie is majority Th&#039;akh, and is believed to be the original birthplace of the faith by historians. It is ruled by [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_Lord_of_the_Wastes,_and_Izweski_Master_of_Rivers|Overlord Azui Hutay&#039;zai]], from the city of Kutah.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Heartland|The Izweski Heartland]] ===&lt;br /&gt;
&lt;br /&gt;
Stretching along the northern coast of the Moghresian Sea, the Izweski Heartland has been the center of the Karszekani Moghes&#039;s power for centuries. Thanks to Izweski anti-air and missile defense systems, this region was almost entirely unscathed by the Contact War - a fact which has led to hordes of refugees attempting to find shelter from the harsh Wasteland there. The Heartland is majority Sk&#039;akh, having been the stronghold of the Church throughout history. In the modern day, the Heartland is the most populous and influential region of Moghes - home to the Izweski clan themselves. Though the Karszekan rules from the Heartland, its management is the responsibility of &#039;&#039;&#039;Overlord Trikzara Sirax&#039;&#039;&#039;, who rules from the city of Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== [[Southlands|The Southlands]] ===&lt;br /&gt;
&lt;br /&gt;
A large region on the southern side of the Moghresian Sea, the Southlands are a wealthy and prosperous region of the Karszekani - though one frequently gripped by unrest. A cosmopolitan society, it is divided fairly evenly between the Th&#039;akh and Sk&#039;akh faiths - though in recent years, the revolutionary ideals of the Si&#039;akh faith have begun to take root there, as many of the local workers grow increasingly dissatisfied with their lot in life. The Southlands have long been a hotbed of labor disputes, with the organization known as the Hearts of Industry having its roots there - though following Hephaestus&#039;s rise to power, many of their number have abandoned the guild or fled to Ouerea. The Southlands are ruled by &#039;&#039;&#039;Overlord Rokasi Miazso&#039;&#039;&#039;, a bold and charismatic Unathi known to many as something of a warrior-poet, from the city of Jaz&#039;zirt - though his clan has long been a bitter rival of the Sarnac clan, who reign in Razir.&lt;br /&gt;
&lt;br /&gt;
=== [[Zazalai Mountains|The Zazalai Mountains]] ===&lt;br /&gt;
&lt;br /&gt;
Spanning nearly the entirety of Moghes, the Zazalai Mountains have long been a position of strategic import, acting as the Karszekani&#039;s greatest border against the various nations of the east. In the modern day, they act instead as a border against the spreading Wasteland, and many small towns and villages of the region have become ghost towns due to the ecological ruin of the War. There is no current Overlord of Zazalai, as the Karszekan has not yet seen fit to appoint one, leading to a status quo where the major lords of the region are left to their own devices. The people of Zazalai are as resilient and steadfast as the mountains they call their home, with their society for centuries built around the ideals of defending the Karszekani to the last man - and now that the Karszekani&#039;s foes are finally destroyed, much of their way of life is left without a purpose.&lt;br /&gt;
&lt;br /&gt;
=== [[Broken Coalition|The Broken Coalition]] ===&lt;br /&gt;
&lt;br /&gt;
Located along the southeastern borders of the Wasteland, the Broken Coalition was once the heartland of the Azarak Kingdom - the most powerful nation of the Traditionalist Coalition. With the ending of the Contact War, the Azarak clan were eradicated, and their surviving cities placed under harsh martial law. Of all the regions of Moghes, the Broken Coalition has suffered the worst from the spreading Wasteland, and the bitterness of those who served the Azarak still lingers nearly two decades after the war&#039;s end. Currently, the Broken Coalition is ruled by &#039;&#039;&#039;Lord-Governor Razkara Gwarlza&#039;&#039;&#039;, the Izweski-appointed governor of Darakath - though many of the local nobility despise and resent him.&lt;br /&gt;
&lt;br /&gt;
=== [[Torn Cities|The Torn Cities]] ===&lt;br /&gt;
&lt;br /&gt;
Formerly known as the Kopesk States, the Torn Cities were a collection of theocratic city-states along the western coast of the Moghresian Sea. Ruled over by an order of shamans known as the Storm Heralds, the Kopesk States aligned themselves with the forces of the Traditionalist Coalition during the Contact War - a mistake which would see their ruin. Following their surrender, the ruling shamans were stripped of their power, replaced with Izweski-appointed governors sent to keep order and integrate the now-humbled Kopesk lands into the Karszekani. As the Torn Cities bowed, the Sk&#039;akh Church sought to spread their own faith in the region now that the power of the Heralds had been broken - though so far, they have had little success, and the beliefs of Kopesk Th&#039;akh remain firmly intact - with whispers emerging in recent years of a new prophet rising with promises to restore the shamans&#039; rule of the Torn Cities. The Torn Cities are ruled from the city of Tak by &#039;&#039;&#039;Lord-Governor Azkohi Jakhar&#039;&#039;&#039;, a young Heartland nobleman who believes that his position grants him a chance to impress the Karszekani&#039;s mightiest - but who knows little of the people he has been tasked to keep in line.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39075</id>
		<title>Karszekani Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39075"/>
		<updated>2026-04-20T10:15:54Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Karszekani Moghes&lt;br /&gt;
 |Shortname = Karszekani&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Karszekani, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Karszekan Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;, or &#039;&#039;&#039;High Kingdom of Moghes&#039;&#039;&#039;, previously known as the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Karszekan. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Karszekan&#039;s politics. The Karszekani is ruled by the Izweski Clan, whose current head is Karszekan Not&#039;zar Izweski, First of His Name. The Karszekani is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
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== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Karszekani Moghes. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Karszekani are centered around affairs on Moghes, with the vast majority of Karszekani nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Karszekani has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
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&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Karszekan, called Hegemon at the time, S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
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&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Karszekani, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
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&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Karszekani in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Karszekani from the planet and electing to join the DPRA. The Karszekani has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
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Many further colonies have been established by the Karszekani across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Karszekani, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
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In the modern day, Hephaestus and the Karszekani are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
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=== Trade ===&lt;br /&gt;
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The Karszekani is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Karszekani’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
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Though the Karszekani exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Karszekani also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
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Due to their navy’s reliance on bluespace travel, the Karszekani was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Karszekani does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
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Though the Karszekani’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Karszekani’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Karszekani space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
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=== Currency ===&lt;br /&gt;
The official currency of the Izweski Karszekani was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Karszekani adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Karszekani.&lt;br /&gt;
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=== Mercantilism ===&lt;br /&gt;
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The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Karszekani. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Karszekani receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
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==Politics and Government==&lt;br /&gt;
The Karszekani Moghes, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Karszekan Not&#039;zar Izweski.&#039;&#039;&#039; The Karszekan rules over the entirety of the land and populace, including the nobility. While the Karszekan&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Karszekan has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Karszekan have bent their vassals to their will through cunning politics. In the modern day, the Karszekan has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
The Karszekani Moghes is a feudal society, where all power is technically held by the Karszekan, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
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Under the Karszekan directly are Overlords - appointed directly by the Karszekan to rule vast regions of the Karszekani. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Karszekan and only the Karszekan, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
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Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Karszekan, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Karszekan.&lt;br /&gt;
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===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
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===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Karszekani.&lt;br /&gt;
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===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Karszekani, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Karszekani are only women.&lt;br /&gt;
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===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
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===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Karszekani, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
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=== Politics === &lt;br /&gt;
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The actual government of the Karszekani Moghes is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Karszekani 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. &amp;quot;Karszekan&amp;quot; is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Karszekan 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 Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Karszekan, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
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[[File:Unathi Fuedalism.png|thumb|The Karszekani Moghes is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Karszekan and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Karszekani occurred because nobles are not loyal to any specific Karszekan, but to the throne of the nation itself. The fervent honor-culture the Karszekani engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Karszekan are constantly wary to expand their influence and loyalties. If a Karszekan is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler 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 Karszekani is a breeding ground for honorable zeal and has led to the Karszekani&#039;s combined interest in colonization and forays into the Orion Spur, so that the nobility and the Karszekan may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
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The constant battering of the Karszekan by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Karszekani is ruled by 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 Karszekan. Frustrations against the Karszekani are, for the most part, tolerated, as the people speaking against the Karszekani have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Karszekani is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
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The Karszekan handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Karszekan, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Karszekan,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Karszekan themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Karszekani, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
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The Karszekani technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Karszekani, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Karszekan====&lt;br /&gt;
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Made up of the most powerful lords from the Karszekan&#039;s nobility, the Hands of the Karszekan advise Not’zar on the everyday affairs of the Karszekan together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
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&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
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The bastion of Traditionalism with the Karszekani and the most traditionalist Hand of the Karszekan, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Karszekani, rising to the position of Master of Rivers on the Karszekan&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Karszekani as a mistake, and one he must make every effort to correct.&lt;br /&gt;
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&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
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Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Karszekan Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Karszekan on spiritual matters - and firmly solidifying the Church as a political power in the Karszekani once again.&lt;br /&gt;
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&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
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A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Karszekani shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Karszekani and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Karszekani its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
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&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
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A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Karszekani, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
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&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Karszekan, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Karszekan, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Karszekani and assist in legal matters for Unathi dealing with both the Karszekani and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Karszekani. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Karszekani consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Karszekani, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Karszekani worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Karszekani jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karszekani has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Karszekanic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Karszekani still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Karszekani and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Karszekani and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Karszekani have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Karszekani are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karszekani has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Karszekani citizens have found lucrative employment. Due to concerns of the Karszekani growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Karszekani in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Karszekani alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Karszekan, called then Hegemon, S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Karszekani for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Karszekani, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Karszekani ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Karszekanic lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karszekani and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Karszekani has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karszekani and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Karszekani wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Karszekani recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Karszekani have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Karszekani territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Karszekani has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Feudalism and Caste ===&lt;br /&gt;
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&lt;br /&gt;
All Unathi in the Karszekani Moghes live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Karszekani, and the most powerful nobles influence the Karszekan&#039;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 Karszekan (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. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;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 &amp;quot;church land&amp;quot; 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&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  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 Karszekan 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. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, 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&#039;s conflicts, and clans are expected to give their warriors to the Karszekan in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;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 serve in the Karszekani. Warriors are occasionally awarded land for their service, either by their overlord or the Karszekan himself. Warriors who attach themselves to the Karszekan himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Karszekani itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;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 Karszekan, 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 Karszekan. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Karszekani 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. &lt;br /&gt;
&lt;br /&gt;
Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Karszekani clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, 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 Karszekani, but have not actually been appointed a Kataphract by the Karszekan. 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 &amp;quot;Kataphract-hood&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, 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, &#039;&#039;&#039;spies&#039;&#039;&#039; 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. This is a traditionally feminine position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, 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 Karszekani Moghes. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; 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 men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force 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. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Karszekani society. As punishment for their crimes, they 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&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Karszekan is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons, now called Karszekans, throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Karszekani’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karszekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karszekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Karszekani is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Karszekani rules all.]]&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Divorces in the Karszekani Moghes must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Karszekani maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
&lt;br /&gt;
The Kataphract Guild acts as the personal force of the Karszekan when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Karszekani ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Karszekani&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Karszekani and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
&lt;br /&gt;
The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Karszekani has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39074</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39074"/>
		<updated>2026-04-20T09:59:38Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Karszekani Moghes]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, now called Karszekani or High Kingdom, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Karszekani and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases, and the phoron scarcity prevents the Karszekani from using its fleets to their fullest, in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Karszekani&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Karszekani. The most prominent clans, such as those of Overlords and the Karszekan himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Moghesian guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, greimorians, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Karszekani Moghes, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Karszekani Moghes, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Karszekani, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Karszekan himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Karszekani&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon,&#039; called Karszekan, nowadays.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
On February 1st 2468, Hegemon Not’zar Izweski announced his cultural resurgence project in an effort to better unify Moghes. With the term “Hegemony” being a rough Human translation, the Hegemony becomes the Kerszekani Moghes, or High Kingdom of Moghes; and the Hegemon, the Karszekan, or High King.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Karszekani and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony/Karszekani Moghes has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s/Karszekan&#039;s head— &#039;&#039;many people want to kill the Hegemon/Karszekan, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Karszekani, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Karszekani Moghes.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Karszekani&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%; border:2px solid white; margin:0; background:white; padding:.1em; color:black;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
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Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
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Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
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Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Karszekan is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons, Karszekans, throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Karszekani Moghes’ history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karszekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karszekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Karszekani still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Karszekani used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Karszekani or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Karszekani Moghes, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Karszekani proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Karszekani’s territories — the Karszekani Moghes itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Karszekani and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Karszekani. The Karszekani Moghes does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Karszekani Moghes and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Karszekani government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Karszekani Moghes. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Karszekani Moghes ===&lt;br /&gt;
&#039;&#039;See also: [[Karszekani Moghes]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Karszekani since his father S&#039;kresti Izweski, the previous Karszekan, or Hegemon at the time, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Karszekan is best thought of being the High King, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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Not&#039;zar&#039;s father, S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old ruler fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Karszekani into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Karszekani Moghes&#039; territory.]]&lt;br /&gt;
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Three years later, the S&#039;kresti awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Karszekan of the Karszekani Moghes. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Karszekan. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Karszekani Moghes. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Karszekani but are considered residents, which additionally bars them from many services.&lt;br /&gt;
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Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Karszekan and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Karszekan and his family, which means that it wouldn&#039;t try to launch a coup or replace the Karszekan without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Karszekani in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Karszekani are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39060</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39060"/>
		<updated>2026-04-16T12:14:07Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Karsekani Moghes]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, now called Karszekani or High Kingdom, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
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Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Karszekani and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases, and the phoron scarcity prevents the Karszekani from using its fleets to their fullest, in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
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Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Karszekani&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
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The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
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Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Karszekani. The most prominent clans, such as those of Overlords and the Karszekan himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Moghesian guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, greimorians, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Karszekani Moghes, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Karszekani Moghes, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Karszekani, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Karszekan himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Karszekani&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon,&#039; called Karszekan, nowadays.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
On February 1st 2468, Hegemon Not’zar Izweski announced his cultural resurgence project in an effort to better unify Moghes. With the term “Hegemony” being a rough Human translation, the Hegemony becomes the Kerszekani Moghes, or High Kingdom of Moghes; and the Hegemon, the Karszekan, or High King.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Karsekani and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony/Karsekani Moghes has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s/Karsekan&#039;s head— &#039;&#039;many people want to kill the Hegemon/Karsekan, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Karsekani, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Karsekani Moghes.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Karsekani&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
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=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Karsekan is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons, Karsekans, throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Karsekani Moghes’ history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karsekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
&lt;br /&gt;
Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karsekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
&lt;br /&gt;
:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
&lt;br /&gt;
A number of Unathi communities that are technically no longer part of the Karsekani still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Karsekani used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
&lt;br /&gt;
One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
&lt;br /&gt;
Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
&lt;br /&gt;
=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Karsekani or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Karsekani Moghes, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Karsekani proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Karsekani’s territories — the Karsekani Moghes itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Karsekani and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Karsekani. The Karsekani Moghes does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Karsekani Moghes and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Karsekani government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Karsekani Moghes. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Karsekani Moghes ===&lt;br /&gt;
&#039;&#039;See also: [[Karsekani Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Karsekani since his father S&#039;kresti Izweski, the previous Karsekan, or Hegemon at the time, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Karsekan is best thought of being the High King, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old ruler fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Karsekani into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Karsekani Moghes&#039; territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the S&#039;kresti awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Karsekan of the Karsekani Moghes. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Karsekan. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Karsekani Moghes. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Karsekani but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Karsekan and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Karsekan and his family, which means that it wouldn&#039;t try to launch a coup or replace the Karsekan without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Karsekani in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Karsekani are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39059</id>
		<title>Karszekani Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39059"/>
		<updated>2026-04-16T12:11:42Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Cultural Resurgence Update&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Karsekani Moghes&lt;br /&gt;
 |Shortname = Karsekani&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Karsekani, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Karsekan Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Karsekani Moghes&#039;&#039;&#039;, or&#039;&#039;&#039;High Kingdom of Moghes&#039;&#039;&#039;, known before as the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Karsekan. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Karsekan&#039;s politics. The Karsekani is ruled by the Izweski Clan, whose current head is Karsekan Not&#039;zar Izweski, First of His Name. The Karsekani is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Karsekani Moghes. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Karsekani are centered around affairs on Moghes, with the vast majority of Karsekani nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Karsekani has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Karsekan, called Hegemon at the time, S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Karsekani, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Karsekani in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Karsekani from the planet and electing to join the DPRA. The Karsekani has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
&lt;br /&gt;
Many further colonies have been established by the Karsekani across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Karsekani, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Hephaestus and the Karsekani are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
The Karsekani is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Karsekani’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
&lt;br /&gt;
Though the Karsekani exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Karsekani also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
Due to their navy’s reliance on bluespace travel, the Karsekani was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Karsekani does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
&lt;br /&gt;
Though the Karsekani’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Karsekani’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Karsekani space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
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=== Currency ===&lt;br /&gt;
The official currency of the Izweski Karsekani was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Karsekani adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Karsekani.&lt;br /&gt;
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=== Mercantilism ===&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Karsekani. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Karsekani receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
==Politics and Government==&lt;br /&gt;
The Karsekani Moghes, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Karsekan Not&#039;zar Izweski.&#039;&#039;&#039; The Karsekan rules over the entirety of the land and populace, including the nobility. While the Karsekan&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Karsekan has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Karsekan have bent their vassals to their will through cunning politics. In the modern day, the Karsekan has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
The Karsekani Moghes is a feudal society, where all power is technically held by the Karsekan, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
&lt;br /&gt;
Under the Karsekan directly are Overlords - appointed directly by the Karsekan to rule vast regions of the Karsekani. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Karsekan and only the Karsekan, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
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Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Karsekan, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Karsekan.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
&lt;br /&gt;
===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Karsekani.&lt;br /&gt;
&lt;br /&gt;
===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Karsekani, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Karsekani are only women.&lt;br /&gt;
&lt;br /&gt;
===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
&lt;br /&gt;
===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Karsekani, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics === &lt;br /&gt;
&lt;br /&gt;
The actual government of the Karsekani Moghes is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Karsekani 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. &amp;quot;Karsekan&amp;quot; is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Karsekan 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 Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Karsekan, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Karsekani Moghes is based on vassal obligations to their liege lord.]]&lt;br /&gt;
&lt;br /&gt;
This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Karsekan and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Karsekani occurred because nobles are not loyal to any specific Karsekan, but to the throne of the nation itself. The fervent honor-culture the Karsekani engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Karsekan are constantly wary to expand their influence and loyalties. If a Karsekan is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler 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 Karsekani is a breeding ground for honorable zeal and has led to the Karsekani&#039;s combined interest in colonization and forays into the Orion Spur, so that the nobility and the Karsekan may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
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The constant battering of the Karsekan by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Karsekani is ruled by 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 Karsekan. Frustrations against the Karsekani are, for the most part, tolerated, as the people speaking against the Karsekani have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Karsekani is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
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The Karsekan handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Karsekan, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Karsekan,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Karsekan themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Karsekani, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
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The Karsekani technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Karsekani, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Karsekan====&lt;br /&gt;
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Made up of the most powerful lords from the Karsekan&#039;s nobility, the Hands of the Karsekan advise Not’zar on the everyday affairs of the Karsekan together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
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&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Karsekani and the most traditionalist Hand of the Karsekan, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Karsekani, rising to the position of Master of Rivers on the Karsekan&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Karsekani as a mistake, and one he must make every effort to correct.&lt;br /&gt;
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&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
&lt;br /&gt;
Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Karsekan Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Karsekan on spiritual matters - and firmly solidifying the Church as a political power in the Karsekani once again.&lt;br /&gt;
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&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Karsekani shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Karsekani and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Karsekani its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
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&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
&lt;br /&gt;
A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Karsekani, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
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&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
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The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Karsekan, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Karsekan, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
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=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Karsekani and assist in legal matters for Unathi dealing with both the Karsekani and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Karsekani. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
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A Karsekani consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Karsekani, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
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=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Karsekani worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Karsekani jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karsekani has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Karsekanic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Karsekani still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
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&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Karsekani and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Karsekani and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
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&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Karsekani have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Karsekani are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
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&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karsekani has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Karsekani citizens have found lucrative employment. Due to concerns of the Karsekani growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Karsekani in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
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&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Karsekani alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Karsekan, called then Hegemon, S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Karsekani for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Karsekani, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
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This treaty opened trade between the two nations, as well as making provisions for the use of Karsekani ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Karsekani lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
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The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
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&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karsekani and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Karsekani has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
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&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Karsekani and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Karsekani wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
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&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Karsekani recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Karsekani have had little in the way of formal relations or trade.&lt;br /&gt;
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&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Karsekani territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
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Life in the Karsekani has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
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=== Feudalism and Caste ===&lt;br /&gt;
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All Unathi in the Karsekani Moghes live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
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&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Karsekani, and the most powerful nobles influence the Karsekan&#039;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 Karsekan (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. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
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&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;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 &amp;quot;church land&amp;quot; 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&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
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&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  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 Karsekan 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. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, 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&#039;s conflicts, and clans are expected to give their warriors to the Karsekan in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;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 serve in the Karsekani. Warriors are occasionally awarded land for their service, either by their overlord or the Karsekan himself. Warriors who attach themselves to the Karsekan himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
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&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Karsekani itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;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 Karsekan, 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 Karsekan. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Karsekani 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. &lt;br /&gt;
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Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Karsekani clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, 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 Karsekani, but have not actually been appointed a Kataphract by the Karsekan. 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 &amp;quot;Kataphract-hood&amp;quot;, 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.&lt;br /&gt;
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&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, 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, &#039;&#039;&#039;spies&#039;&#039;&#039; 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. This is a traditionally feminine position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, 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 Karsekani Moghes. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; 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 men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force 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. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Karsekani society. As punishment for their crimes, they 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&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:100%; border:2px solid white; margin:0; background:white; padding:.1em; color:black;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Karsekan is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons, now called Karsekans, throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Karsekani’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karsekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karsekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Karsekani is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Karsekani rules all.]]&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Divorces in the Karsekani Moghes must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Karsekani maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
&lt;br /&gt;
The Kataphract Guild acts as the personal force of the Karsekan when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Karsekani ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Karsekani&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Karsekani and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
&lt;br /&gt;
The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Karsekani has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39058</id>
		<title>Karszekani Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39058"/>
		<updated>2026-04-16T11:25:52Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Karsekani Moghes&lt;br /&gt;
 |Shortname = Karsekani&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Hegemon Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Izweski Nation&#039;&#039;&#039; and the &#039;&#039;&#039;Third Hegemony of Moghes&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not&#039;zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Hegemon S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
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&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Hegemony, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
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&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
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Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
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In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
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=== Trade ===&lt;br /&gt;
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The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
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Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
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Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
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Though the Hegemony’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
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=== Currency ===&lt;br /&gt;
The official currency of the Izweski Hegemony was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.&lt;br /&gt;
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=== Mercantilism ===&lt;br /&gt;
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The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
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==Politics and Government==&lt;br /&gt;
The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Hegemon Not&#039;zar Izweski.&#039;&#039;&#039; The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
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Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
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Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Hegemon.&lt;br /&gt;
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===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
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===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
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===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
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===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
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===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
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=== Politics === &lt;br /&gt;
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The actual government of the Third Hegemony of the Izweski Nation 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. &amp;quot;Hegemon&amp;quot; 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 Izweski Nation 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. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
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[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes 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 death-prone position by securing his strength, then he is worthy; if a ruler 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 honorable zeal and has led to the Hegemony&#039;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). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
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The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by 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 is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
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The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Hegemon,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
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The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes 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 K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Hegemon ====&lt;br /&gt;
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Made up of the most powerful lords from the Hegemon&#039;s nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
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&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
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The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.&lt;br /&gt;
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&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
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Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Hegemon Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.&lt;br /&gt;
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&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
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A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
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&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
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A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
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&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
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The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
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=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Hegemony for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Hegemony, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Hegemony ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Hegemony lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
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=== Feudalism and Caste ===&lt;br /&gt;
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&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon&#039;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. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;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 &amp;quot;church land&amp;quot; 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&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  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. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, 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&#039;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&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;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 serve in the Hegemony. 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. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
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&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;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. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; 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. &lt;br /&gt;
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Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, 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 &amp;quot;Kataphract-hood&amp;quot;, 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.&lt;br /&gt;
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&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, 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, &#039;&#039;&#039;spies&#039;&#039;&#039; 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. This is a traditionally feminine position.&lt;br /&gt;
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&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, 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.&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; 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 men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force 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. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
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[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises 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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Hegemony society. As punishment for their crimes, they 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&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
&lt;br /&gt;
The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Hegemony&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
&lt;br /&gt;
The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=39057</id>
		<title>Izweski Hegemony</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=39057"/>
		<updated>2026-04-16T11:17:34Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Captain Gecko moved page Izweski Hegemony to Karsekani Moghes: Updating the Izweski Hegemony to the Karszekani Moghes&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Karsekani Moghes]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39056</id>
		<title>Karszekani Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Karszekani_Moghes&amp;diff=39056"/>
		<updated>2026-04-16T11:17:34Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Captain Gecko moved page Izweski Hegemony to Karsekani Moghes: Updating the Izweski Hegemony to the Karszekani Moghes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Izweski Hegemony&lt;br /&gt;
 |Shortname = Hegemony&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Hegemon Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Izweski Nation&#039;&#039;&#039; and the &#039;&#039;&#039;Third Hegemony of Moghes&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not&#039;zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Hegemon S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Hegemony, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
&lt;br /&gt;
Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
&lt;br /&gt;
Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
&lt;br /&gt;
Though the Hegemony’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
&lt;br /&gt;
=== Currency ===&lt;br /&gt;
The official currency of the Izweski Hegemony was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
=== Mercantilism ===&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
==Politics and Government==&lt;br /&gt;
The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Hegemon Not&#039;zar Izweski.&#039;&#039;&#039; The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
&lt;br /&gt;
Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
&lt;br /&gt;
Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Hegemon.&lt;br /&gt;
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===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
&lt;br /&gt;
===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
&lt;br /&gt;
===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
&lt;br /&gt;
===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics === &lt;br /&gt;
&lt;br /&gt;
The actual government of the Third Hegemony of the Izweski Nation 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. &amp;quot;Hegemon&amp;quot; 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 Izweski Nation 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. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
&lt;br /&gt;
This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes 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 death-prone position by securing his strength, then he is worthy; if a ruler 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 honorable zeal and has led to the Hegemony&#039;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). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
&lt;br /&gt;
The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by 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 is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
&lt;br /&gt;
The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Hegemon,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
&lt;br /&gt;
The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes 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 K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
&lt;br /&gt;
==== Hands of the Hegemon ====&lt;br /&gt;
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&lt;br /&gt;
Made up of the most powerful lords from the Hegemon&#039;s nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
&lt;br /&gt;
Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Hegemon Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
&lt;br /&gt;
A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Hegemony for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Hegemony, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Hegemony ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Hegemony lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Feudalism and Caste ===&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon&#039;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. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
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&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;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 &amp;quot;church land&amp;quot; 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&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
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&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  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. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, 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&#039;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&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;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 serve in the Hegemony. 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. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
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&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;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. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; 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. &lt;br /&gt;
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Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, 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 &amp;quot;Kataphract-hood&amp;quot;, 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.&lt;br /&gt;
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&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, 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, &#039;&#039;&#039;spies&#039;&#039;&#039; 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. This is a traditionally feminine position.&lt;br /&gt;
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&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, 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.&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; 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 men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force 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. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
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[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises 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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Hegemony society. As punishment for their crimes, they 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&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
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Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
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==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
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The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
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Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Hegemony&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
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==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
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The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39048</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=39048"/>
		<updated>2026-04-14T10:26:33Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: updating this page both for the scarcity rework (very minor here), and the cultural resurgence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, now called Karszekani or High Kingdom, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Karszekani and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases, and the phoron scarcity prevents the Karszekani from using its fleets to their fullest, in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Karszekani&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Karszekani. The most prominent clans, such as those of Overlords and the Karszekan himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Moghesian guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, greimorians, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Karszekani Moghes, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Karszekani Moghes, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Karszekani, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Karszekan himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Karszekani&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon,&#039; called Karszekan, nowadays.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
On February 1st 2468, Hegemon Not’zar Izweski announced his cultural resurgence project in an effort to better unify Moghes. With the term “Hegemony” being a Human translation, one far from perfect, the Hegemony becomes the Kerszekani Moghes, or High Kingdom of Moghes; and the Hegemon, the Karszekan, or High King.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Karsekani and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony/Karsekani Moghes has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s/Karsekan&#039;s head— &#039;&#039;many people want to kill the Hegemon/Karsekan, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Karsekani, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Karsekani Moghes.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Karsekani&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
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Unathi make-up&lt;br /&gt;
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===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Karsekan is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons, Karsekans, throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Karsekani Moghes’ history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karsekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
&lt;br /&gt;
Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karsekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Karsekani still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Karsekani used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Karsekani or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Karsekani Moghes, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Karsekani proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Karsekani’s territories — the Karsekani Moghes itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Karsekani and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Karsekani. The Karsekani Moghes does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Karsekani Moghes and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Karsekani government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Karsekani Moghes. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Karsekani Moghes ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Karsekani since his father S&#039;kresti Izweski, the previous Karsekan, or Hegemon at the time, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Karsekan is best thought of being the High King, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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Not&#039;zar&#039;s father, S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old ruler fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Karsekani into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Karsekani Moghes&#039; territory.]]&lt;br /&gt;
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Three years later, the S&#039;kresti awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Karsekan of the Karsekani Moghes. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Karsekan. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Karsekani Moghes. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Karsekani but are considered residents, which additionally bars them from many services.&lt;br /&gt;
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Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Karsekan and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Karsekan and his family, which means that it wouldn&#039;t try to launch a coup or replace the Karsekan without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Karsekani in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Karsekani are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38716</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38716"/>
		<updated>2026-03-10T10:20:08Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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Finally, a new career opportunity that has become more and more popular among Unathi pirate fleets is working as a &#039;&#039;&#039;Colonial Fleet&#039;&#039;&#039;. These are fleets (though it’s not rare for these to be made up of only a single ship) that lend their services to colonies, space stations and in some rare cases larger vessels, to protect them from hostile forces, even if these may be other Unathi pirates. Working as a [[Notable_Unathi_Colonies#Colonial_Fleets|Colonial Fleet]] differs from mere mercenary escort work, as the fleet in question finds itself often tied to the entity it’s defending, remaining with them on the long term rather than doing individual assignments and missions for various clients. While this might have some drawbacks, the benefits, aside from the expected pay, also include a base of operation (very often the place the fleet is defending) and even free lodgings there, maintenance and medical support if need be, easy and often discounted access to various supplies and goods, and finally good relationships with the entity they are defending.&lt;br /&gt;
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But beyond all of these benefits, what has been making this mark so popular is the moral aspect of it. Of all of the main paths a Unathi pirate can take, working as a Colonial Fleet is often the least morally questionable, as it often comes down to protecting generally defenceless civilians, and to do so without directly swearing fealty to any notable power. &lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
&lt;br /&gt;
=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
&lt;br /&gt;
The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
&lt;br /&gt;
Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
&lt;br /&gt;
Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
&lt;br /&gt;
=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
&lt;br /&gt;
The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
&lt;br /&gt;
Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
&lt;br /&gt;
Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
&lt;br /&gt;
=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
&lt;br /&gt;
* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
&lt;br /&gt;
The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
&lt;br /&gt;
There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
&lt;br /&gt;
Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
&lt;br /&gt;
When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
&lt;br /&gt;
Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
&lt;br /&gt;
[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
&lt;br /&gt;
The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
&lt;br /&gt;
The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
&lt;br /&gt;
One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
&lt;br /&gt;
The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
&lt;br /&gt;
Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
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=== Reformation ===&lt;br /&gt;
&lt;br /&gt;
Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
&lt;br /&gt;
Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Pirate Names ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
&lt;br /&gt;
==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
&lt;br /&gt;
In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
&lt;br /&gt;
==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
&lt;br /&gt;
Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
&lt;br /&gt;
The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
&lt;br /&gt;
However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
&lt;br /&gt;
Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
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The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
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Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
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After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
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It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
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As the effects of the phoron scarcity continue to spread, the many Unathi pirate fleets are some of few entities in the Spur revelling in the chaos. The majority of Unathi pirate vessels running on Warp Drives allows them to continue operating while relying as little as possible on Phoron, while the fleets of major powers find themselves bogged down in fuel shortages. This gives the fleets an occasion to spread throughout the Badlands, and even beyond, with little to no resistance, and many in Ha’zana believe this may be the prelude to the next step in the what Unathi Piracy could become, whispers of a true nation of pirates spreading across the Harrow of Fangs.&lt;br /&gt;
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This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
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== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
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The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
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This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
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Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
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When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
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=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
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Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
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== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
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Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
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Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=38715</id>
		<title>Notable Unathi Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=38715"/>
		<updated>2026-03-10T10:19:00Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
With their first interstellar-worthy ship leaving Moghes on [[Contact_War#The_Uezwik_Incident|the 3rd of February 2438]], and the [[Izweski Nation|Izweski Hegemony]] itself being slowed down in this endeavor by the following Contact War, Unathi have only very recently begun to colonize worlds. Compared to the other main powers of the Spur, these colonies are few and far between, and relatively small. Still, some ended up turning more or less important, for the Unathi, or for the rest of the [[Orion Spur|Spur]].&lt;br /&gt;
&lt;br /&gt;
= Main Hegemonic Colonies =&lt;br /&gt;
&lt;br /&gt;
Being the main Unathi power in the Spur, most Sinta colonies are part of the Izweski Hegemony. Other than Ouerea, Each of these colonies, due to their limited size, are led by a single lord, each directly under the orders of the Hegemon himself. &lt;br /&gt;
&lt;br /&gt;
== Ouerean Confederation ==&lt;br /&gt;
&lt;br /&gt;
Ouerea was originally settled in 2390 and was intended to be the Hegemony&#039;s first planetary colony. Though the colony’s first days were slow, the first contact, and assistance from Skrell and Humans allowed the colony to grow quickly. By the time the Contact War came, Ouerea found itself with next to no ways to rely on the Hegemony, and ended up self-governing, occasionally receiving assistance from other species, which even led to some Skrell and Humans moving there. After the Contact War, and when the time for the Hegemony to claim the colony back came, clans across Ouerea came together under the banner of the Confederation of Ouerea. This revolutionary movement was unsuccessfully suppressed by the alarmed aristocracy, and it became unstoppable. Despite the objections from the Overlord of Ouerea, who went as far as to assassinate rebel negotiators, they were granted limited self-rule by Not&#039;zar Izweski. Angry with this, the Overlord Yiztek tried and failed to assassinate the Lord-Regent, and was summarily deposed and his entire clan made Guwan.&lt;br /&gt;
&lt;br /&gt;
=== The “Ouerean Model” Government ===&lt;br /&gt;
&lt;br /&gt;
Following the revolution of 2460, the feudal system has been completely abolished on Ouerea - replaced with democratic governance by an elected body known as the Synod of Scales. Each city on Ouerea elects representative to the Synod dependent on size - though one of the terms of the peace between Ouerea and the Hegemony was that only Unathi would make up the speakers of the Synod, and that they would answer to an Overlord chosen by the Hegemon. This was later amended to give the planet&#039;s Skrell population a single non-voting seat, though the humans of the planet are still without any representation.&lt;br /&gt;
&lt;br /&gt;
In recent years, Ouerea has once again been plunged into unrest, as the aquacultural efforts of [[Hephaestus Industries]] potentially threaten the planet&#039;s ecology. Protests on Ouerea turned into riots, which were mercilessly struck down by Izweski bannermen. As Hephaestus seizes ever more power within the nation, Ouerea grows restless - and many fear or hope that a second revolution will come, one that will finally see Ouerea liberated from the Izweski yoke.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ouerea can be found [[Ouerea|here]].&lt;br /&gt;
&lt;br /&gt;
== Reztek-III ==&lt;br /&gt;
&lt;br /&gt;
Reztek-III, third planet of the Reztek system (Originally known as K2-3554 before the Hegemony claimed it) is one of the largest Unathi colonies in the Spur. Compared to most Human or Skrell colonies, however, it is quite a small settlement. Reztek-III was one of the very first Unathi colonies established outside of [[Uueoa-Esa]], with the first Unathi landing on the planet’s surface in late 2450. Reztek is a rather young world, and though the atmosphere is breathable, most of the surface is covered in black dirt and dark rocks, with minimal vegetation aside from moss and most fauna being planktons and primitive forms of marine life. Though the planktons are edible, and generally considered a delicacy by the locals, this is not enough to sustain the local population, and they mostly rely on “fish domes” which house massive pools that can be used for aquaculture, generally holding enough Moghes-imported [[Moghes#Orszi_(Swarm_Fish)|Orszi]] fishes to feed a whole village. Though many treat the planet as quite bland and boring, there are next to no threats to locals aside from occasional earthquakes, which allows the population to grow surprisingly quickly.&lt;br /&gt;
&lt;br /&gt;
With Moghes still endangered by the growing [[The_Wasteland|Wasteland]], the threat of famine is looming and the Hegemony has begun funding the construction of new fish domes, as well as considering terraforming efforts to make Reztek-III’s waters fit for Moghesian fishes, effectively turning the planet into the breadbasket (or fishbasket in this case) of the Hegemony, something that has, for now, been slow to come due to Ouerea taking priority thanks to its proximity to Moghes. Most of the local culture revolves around this concept, and Reztek-III inhabitants are slowly growing a reputation for being talented “fish farmers”. It is currently led by Lord Kosun.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Most Unathi colonists are chosen by the Hegemony and very often from the Hegemony, thus it’s not surprise that the overwhelming majority of them are of the [[Sk&#039;akh]] faith. This does not change with Reztek’s people, though they have their own take on the Hegemony’s faith. Of all three of Sk’akh’s figures, Reztekians grant much more importance to Verrix, the Fisher, rather than the Healer or Warrior. With Reztek being such a bland world, and little to do in its small settlements, work is more than just duty, but also a form of recreation on its own, and work is exactly where Verrix is the most important. This has reached the point where one of the largest settlements completed a church almost entirely dedicated to the Fisherman.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Labor is an extremely important part of Reztekian life. Beyond the importance of their work to the Hegemony itself, Reztek itself is such a bland planet, along with their settlements still too small to house many amenities and recreations, that work is often seen as a form of recreation on its own. Reztekians happily march to work, sing together as they tend to the fishes, often songs revolving around the work itself, and tend to keep working for as long as they can. Work is where people bond, where hatchlings are educated and laziness is not just frowned upon, it is also seen as nigh-antisocial conduct. Naturally, not everyone works in Aquaculture; healers, soldiers, artisans, dockers, and much more all exist too on Reztek, and though perhaps not that intense in some roles, this work culture still permeates no matter the profession.&lt;br /&gt;
&lt;br /&gt;
Holidays revolve around work as well and are often celebrated AS they work and tend to their fish. The ONE holiday when Reztekian do not work, or at least, work as little as necessary, is on Landing Day, celebrating the very first steps taken on the surface on Reztek on the 29th of October 2450.&lt;br /&gt;
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=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Lord Kosun rules upon Reztek. Like any Reztekian, he embraces this culture of work, though obviously, his work is more of a bureaucratic nature. Still, Kosun’s devotion to his work ensures that not one of his people’s inquiries goes unanswered and that the logistics of handling a colony, especially the transport of food back to Moghes, goes as smoothly as possible. To non-Reztekians, his propensity to shun “traditional recreation” and celebrate work may seem cynical if not abusive, but to those that live in the colony, it is exactly what made him a very popular figure.&lt;br /&gt;
&lt;br /&gt;
== Gehki ==&lt;br /&gt;
&lt;br /&gt;
Gehki is the only planet orbiting a star known as Ethi-Esa. Located near the Hegemonic-[[Empire_of_Dominia|Dominian]] border, Gehki was considered a strategic location even before the first Sinta set foot on it in late 2456. From day one, the Hegemony worked on turning Gehki, a lush and welcoming but otherwise uninteresting world, into a large docking spot for its fleets. Soon enough, multiple stations in orbit, several storage facilities, factories, and orbital defenses were built, and continue to be built across the planet’s surface. It’s not rare for most Unathi fleets (especially the [[Unathi_Military_Structure#The_Fleets|Fourth Fleet]] led by Admiral Xitac) to stop by Gehki, so much so that many families of Unathi navy crewmen chose to move to Gehki rather than stay on Moghes. This led to a substantial growth in the population of the colony, and the Hegemony started investing in more civilian installations for the locals as well. Civilians or not, Unathi from Gehki generally adopt a very stern, military-like culture.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi colonists are of the Hegemony, and Sk’akh worshippers, but Gehki colonists are noteworthy for being exceptionally patriotic. A considerable part of the locals being from the families of navy crewmen, and the rest still working in close proximity with the Navy. Naturally, then, the average Gehki colonist is as close to the Hegemony as possible, and thus, absolutely embraces the Sk’akh faith.&lt;br /&gt;
Due to the nature of the colony, and the career of most locals, of the three Sk’akh figures, it is Mukari, the Warrior, that receives the most prayers and offerings. Local priests tend not to ask for just the local population to be blessed and protected, but also for Mukari to watch over the Navy crews that stop by the planet, and fight for their safety… and the Hegemony’s.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Life on Gehki is governed by Hegemony Navy ships coming and going, by crews looking for resupply, and by incursions to defend against. While there are technically holidays on Gehki, they are very rarely celebrated, as duty comes before such events. These holidays, though, aside from the day of the first landing (celebrated on the 4th of November), generally revolve around nearby hegemonic victories, may it be against pirates or other threats.&lt;br /&gt;
Gehki itself is very rarely threatened by pirates, as the planet is too heavily defended, but that doesn’t mean that it is safe from other threats. Perhaps the greatest foe the colony can occasionally face are Grudgebearers, members of [[Unathi_in_Dominia#Salak_Kazhkz|Salak Kazhkz]]&#039; fleet of Privateers. No matter what, all Gehki colonists are taught on how to fight so that if the worst was to come, the entire colony could fight any force brave or foolish enough to invade the planet.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Gehki is currently led by Lord Ardak, an old Sinta who made his name during the [[Contact_War|Contact War]] as a young but cunning Hegemonic officer. After the war, he continued to serve the Hegemon and swore allegiance without question to Not’zar. Though he was a good army officer, Ardak’s calling was space in the end, his “Treaty of Interstellar Military Logistics”, an essay still read by Unathi Admirals and Captains for the valuable theory and information provided, cemented that. The Hegemon would give him a spot in the Navy, but not the admiralty many were expecting, instead a role to support the entire Navy itself by ruling over a colony that would prove essential for its operations.&lt;br /&gt;
Ardak proved to be a good leader, both in civilian and military matters, though that is mostly because the locals eagerly welcomed his martial rule. The people of Gehki are, so far, satisfied with their Lord’s rule, but many think that  as the Colony will grow and welcome more people, more civilians, perhaps someone less military-oriented should be chosen when the time to replace Ardak will come. Lord Ardak’s one weakness might be diplomacy, though he thankfully mostly keeps to himself, his world, and the Hegemony.&lt;br /&gt;
&lt;br /&gt;
== Iroue ==&lt;br /&gt;
&lt;br /&gt;
Located near the northern border of the Hegemony’s territory in the Aldrad System, Iroue is a planet ripe with minerals ready to be extracted. It is also a planet with an acceptable average temperature (at least for Unathi) of 22°C, livable pressure, and gravity, though the toxic methane-based atmosphere forces locals to wear masks and air bottles when heading outside. The Hegemony’s goal is to eventually turn the colony, established in 2455, into an industrial powerhouse, but this turned out to be quite a complicated affair. The colony is distant and relatively isolated from other Hegemonic settlements, and the presence of various threats, mainly the many pirates inhabiting the Sparring Sea (Unathi or otherwise) are a constant threat to the colony. These combined environmental and locational factors contribute to making the Iroueans a surprisingly hardy people. Despite this reputation, , Iroueans have also learned to rely on nearby colonies, mercenaries, and more cooperative [[Unathi_Piracy|pirate fleets]], through diplomacy for support.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Iroueans are, unsurprisingly, worshippers of Sk’akh like most other Hegemonic colonies. They, however, happen to be much more tolerant of other religions than most of their peers, mostly a consequence of Iroueans diplomacy. For instance, a small but noticeable part of the population follows the [[Unathi_Piracy#Religion_and_Beliefs|Sik&#039;amakh Th&#039;akh]] faith, a unique take on the Th’akh faith mostly followed by Unathi pirates and that some embraced after discovering it when in contact with more cooperative Unathi fleets.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
The People of Iroue are known for being surprisingly hardy and are proud of this reputation. They rarely hesitate to make the hard choices if these are the more efficient ones in the end. In most situations, though they are not heartless, far from it. Contact and diplomacy with nearby Human colonies up North, for instance, had them learn about their alien neighbors&#039; way of life; at least more than most other Sinta within the Hegemony.&lt;br /&gt;
Iroueans mostly stick to common Hegemonic holidays with the addition of the first landing day’s celebrations, celebrated every year on the 11th of April. No matter the holiday, though, Irouean often add a unique flair to it with their masks.&lt;br /&gt;
&lt;br /&gt;
Breathing masks are an essential part of life on Iroue due to the planet’s toxic atmosphere, and became an integral part of the locals’ life. Breathing masks are often painted and decorated, each becoming a unique piece, and Irouean often keeps multiple masks, each personalized in unique ways and kept for various events; one mask might be kept for work days, while another is used for days off, another for days of celebration, and so on. Iroueans often grow attached to these masks and keep them when leaving Iroue.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Iroue is under the leadership of Lord Izuzi. Izuzi faced many hardships ever since his arrival on Iroue, yet, not unlike the rest of his people, he kept fighting, finding new ways to deal with problems and protecting his colony. Many Iroueans see themselves in Iroue’s rule, and thus give them their support. Irzuzi himself isn’t exceptionally good or bad as a leader, his main talent lies in diplomacy. Faced with so many threats, from pirates to intrusions from ex-Solarian warlord-state forces from the North, and with little means to defend the colony directly, Iroue meets leaders of neighboring colonies, Hegemonic or otherwise, contacts more friendly Unathi fleets, and tries to find allies wherever he can to weather whatever storm comes his way.&lt;br /&gt;
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== Gwim’zala ==&lt;br /&gt;
&lt;br /&gt;
A moon world in the Youthstone star system, it was originally a large headquarters for raiders and pirates. In May of 2459 a joint operation between the [[Empire of Dominia]] and the Hegemony [https://forums.aurorastation.org/viewtopic.php?p=98835#p98835| destroyed the pirate headquarters]. The battle was swift and decisive, with the two powers growing tense over which of them would seize the planet. Eventually the Izweski gained the system, while the Empire gained a majority of the pirates&#039; loot. The liberated world of C-19B was renamed Gwim&#039;zala and was opened to settlement by enterprising Sinta&#039;Unathi. Its Overlord is the elderly &#039;&#039;&#039;Zutazki Gwim&#039;zala&#039;&#039;&#039; of which the planet gets its name.&lt;br /&gt;
&lt;br /&gt;
The planet is sparsely populated with 12,500 Unathi. Most colonists are hardy frontiersmen who are living in a wild, untamed world. Outside the Overlord and his family within the sole city of &#039;&#039;&#039;Oyutazi&#039;&#039;&#039; the planet is notably absent of a landed nobility, as the young colony has still not been partitioned.&lt;br /&gt;
&lt;br /&gt;
The entire system the colony is in faces intense and repeated attacks by marauding pirates and raiders, and there are nearly twice weekly skirmishes between them and the Izweski Navy. It is an open secret that the [[Empire of Dominia]] is offering large rewards to marauders that attack the system, but there is no firm proof that would allow the Hegemony to honorably retaliate. Because of this, many Unathi within the navy find that battle in Youthstone can be where they prove themselves in battle.&lt;br /&gt;
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= Other Notable Unathi Colonies =&lt;br /&gt;
&lt;br /&gt;
Some Unathi colonies and settlements that, while they do not belong to the Hegemony, are still noteworthy.&lt;br /&gt;
&lt;br /&gt;
== Gakal&#039;zaal ==&lt;br /&gt;
&lt;br /&gt;
Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter Tau Ceti or the Sol Alliance. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. This continued until 2457, when a new fleet of the Hegemony, commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
&lt;br /&gt;
The Unathi conquest was not well received by most of the population, civil unrest, and armed resistance continued against the new masters. The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
&lt;br /&gt;
Though Gakal&#039;zaal is now under the control of the Democratic People&#039;s Republic of Adhomai, a sizable Unathi population remains on the planet. Tensions between these sinta and Tajara locals are high and conflict occasionally happens between various armed groups. Along with this, the Hegemony is still considering gaining back control over the colony, or at least assisting the Unathi locals left there.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Gakal&#039;zaal can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
&lt;br /&gt;
== Ha’zana ==&lt;br /&gt;
&lt;br /&gt;
Also known as the Harrow of Fangs, or the Fang Protectorate of Ha&#039;zana officially, Ha’zana is effectively a pirate world. Originally, the planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale. &lt;br /&gt;
&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. It is the enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild that harvest that became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi. &lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ha’zana can be found [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|here]].&lt;br /&gt;
&lt;br /&gt;
= Mercantalism: All Goods Flow To Moghes =&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
= Colonial Fleets =&lt;br /&gt;
Colonial Fleets are a new sight in the Spur, originating in the Badlands and seen pretty much exclusively in this sector. With the Phoron scarcity preventing the Hegemony from using most of its fleets to defend its assets, many of its colonies are left to fend for themselves, but between the many Unathi pirate fleets, the rising tensions with Dominia, and the many other dangers that the void poses, these relatively small settlements can have a hard time making it on their own. That is where the Colonial Fleets come in, fleets (though they sometimes can be made out of a single ship) of generally independent ships joining a colony, or in rarer cases, space stations or even large vessels to defend it against any threats. What differentiates these Colonial Fleets from mere mercenaries is that these fleets are meant to stay for more than just a single mission, but rather, remain with the colony on the long-term, patrolling in orbit when no apparent threats are there, staying ready to act if need be, and if not, acting as a deterrent to any would-be troublemakers.&lt;br /&gt;
&lt;br /&gt;
Colonial Fleets, while paid in credits, often reap many other rewards for their work with colonies. Their crews often get lodgings on the very planet they’re defending, and if possible, their ships will be maintained and supplied as well as possible, at minimal costs, if not for free. Crews from Colonial Fleets also tend to enjoy close knit relations they can form with the people they defend.&lt;br /&gt;
&lt;br /&gt;
These Colonial Fleets can be made up of anyone with a ship, and hopefully some kind of weaponry. These ranges from independent crews often looking for a place to settle down in, to locals from the very colony they’re defending attempting to form their own defence force, to even Unathi pirates themselves, whether as a minor fleet or even single crews looking for a little more honorable path to take without outright swearing fealty to the Hegemony.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38714</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38714"/>
		<updated>2026-03-10T10:17:49Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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Finally, a new career opportunity that has become more and more popular among Unathi pirate fleets is working as a &#039;&#039;&#039;Colonial Fleet&#039;&#039;&#039;. These are fleets (though it’s not rare for these to be made up of only a single ship) that lend their services to colonies, space stations and in some rare cases larger vessels, to protect them from hostile forces, even if these may be other Unathi pirates. Working as a Colonial Fleet differs from mere mercenary escort work, as the fleet in question finds itself often tied to the entity it’s defending, remaining with them on the long term rather than doing individual assignments and missions for various clients. While this might have some drawbacks, the benefits, aside from the expected pay, also include a base of operation (very often the place the fleet is defending) and even free lodgings there, maintenance and medical support if need be, easy and often discounted access to various supplies and goods, and finally good relationships with the entity they are defending.&lt;br /&gt;
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But beyond all of these benefits, what has been making this mark so popular is the moral aspect of it. Of all of the main paths a Unathi pirate can take, working as a Colonial Fleet is often the least morally questionable, as it often comes down to protecting generally defenceless civilians, and to do so without directly swearing fealty to any notable power. &lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
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* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
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== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
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The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
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Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
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Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
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When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
&lt;br /&gt;
One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
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Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
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=== Reformation ===&lt;br /&gt;
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Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
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Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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=== Unathi Pirate Names ===&lt;br /&gt;
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Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
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==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
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In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
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==== Bloodnames ====&lt;br /&gt;
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A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
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Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
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The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
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However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
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Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
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The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
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Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
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After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
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It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
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As the effects of the phoron scarcity continue to spread, the many Unathi pirate fleets are some of few entities in the Spur revelling in the chaos. The majority of Unathi pirate vessels running on Warp Drives allows them to continue operating while relying as little as possible on Phoron, while the fleets of major powers find themselves bogged down in fuel shortages. This gives the fleets an occasion to spread throughout the Badlands, and even beyond, with little to no resistance, and many in Ha’zana believe this may be the prelude to the next step in the what Unathi Piracy could become, whispers of a true nation of pirates spreading across the Harrow of Fangs.&lt;br /&gt;
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This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
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== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
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This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
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Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
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When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
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=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
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== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
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Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38713</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38713"/>
		<updated>2026-03-10T10:16:43Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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Finally, a new career opportunity that has become more and more popular among Unathi pirate fleets is working as a &#039;&#039;&#039;Colonial Fleet&#039;&#039;&#039;. These are fleets (though it’s not rare for these to be made up of only a single ship) that lend their services to colonies, space stations and in some rare cases larger vessels, to protect them from hostile forces, even if these may be other Unathi pirates. Working as a Colonial Fleet differs from mere mercenary escort work, as the fleet in question finds itself often tied to the entity it’s defending, remaining with them on the long term rather than doing individual assignments and missions for various clients. While this might have some drawbacks, the benefits, aside from the expected pay, also include a base of operation (very often the place the fleet is defending) and even free lodgings there, maintenance and medical support if need be, easy and often discounted access to various supplies and goods, and finally good relationships with the entity they are defending.&lt;br /&gt;
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But beyond all of these benefits, what has been making this mark so popular is the moral aspect of it. Of all of the main paths a Unathi pirate can take, working as a Colonial Fleet is often the least morally questionable, as it often comes down to protecting generally defenceless civilians, and to do so without directly swearing fealty to any notable power. &lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
&lt;br /&gt;
The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
&lt;br /&gt;
Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
&lt;br /&gt;
Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
&lt;br /&gt;
The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
&lt;br /&gt;
Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
&lt;br /&gt;
Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
&lt;br /&gt;
=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
&lt;br /&gt;
* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
&lt;br /&gt;
The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
&lt;br /&gt;
Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
&lt;br /&gt;
When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
&lt;br /&gt;
One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
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Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
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=== Reformation ===&lt;br /&gt;
&lt;br /&gt;
Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
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Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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=== Unathi Pirate Names ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
&lt;br /&gt;
==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
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In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
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==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
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Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
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The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
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However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
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Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
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The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
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Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
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After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
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It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
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This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
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== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
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The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
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This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
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Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
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When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
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=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
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Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
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== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
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Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
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Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38712</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38712"/>
		<updated>2026-03-10T10:16:12Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Pirate Marks */&lt;/p&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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Finally, a new career opportunity that has become more and more popular among Unathi pirate fleets is working as a &#039;&#039;&#039;Colonial Fleet&#039;&#039;&#039;. These are fleets (though it’s not rare for these to be made up of only a single ship) that lend their services to colonies, space stations and in some rare cases larger vessels, to protect them from hostile forces, even if these may be other Unathi pirates. Working as a Colonial Fleet differs from mere mercenary escort work, as the fleet in question finds itself often tied to the entity it’s defending, remaining with them on the long term rather than doing individual assignments and missions for various clients. While this might have some drawbacks, the benefits, aside from the expected pay, also include a base of operation (very often the place the fleet is defending) and even free lodgings there, maintenance and medical support if need be, easy and often discounted access to various supplies and goods, and finally good relationships with the entity they are defending.&lt;br /&gt;
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But beyond all of these benefits, what has been making this mark so popular is the moral aspect of it. Of all of the main paths a Unathi pirate can take, working as a Colonial Fleet is often the least morally questionable, as it often comes down to protecting generally defenceless civilians, and to do so without directly swearing fealty to any notable power. &lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
&lt;br /&gt;
* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
&lt;br /&gt;
The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
&lt;br /&gt;
There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
&lt;br /&gt;
Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
&lt;br /&gt;
When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
&lt;br /&gt;
Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
&lt;br /&gt;
[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
&lt;br /&gt;
The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
&lt;br /&gt;
The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
&lt;br /&gt;
The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
&lt;br /&gt;
One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
&lt;br /&gt;
The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
&lt;br /&gt;
Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
&lt;br /&gt;
=== Reformation ===&lt;br /&gt;
&lt;br /&gt;
Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
&lt;br /&gt;
Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Pirate Names ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
&lt;br /&gt;
==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
&lt;br /&gt;
In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
&lt;br /&gt;
==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
&lt;br /&gt;
Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
&lt;br /&gt;
The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
&lt;br /&gt;
However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
&lt;br /&gt;
Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
&lt;br /&gt;
The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
&lt;br /&gt;
Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
&lt;br /&gt;
After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
&lt;br /&gt;
It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
&lt;br /&gt;
This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
&lt;br /&gt;
This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
&lt;br /&gt;
Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
&lt;br /&gt;
It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
&lt;br /&gt;
== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
&lt;br /&gt;
=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=38473</id>
		<title>Unathi in Dominia</title>
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		<updated>2026-02-02T12:43:45Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Non Han’san-Kazhkz Unathi */&lt;/p&gt;
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Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
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Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
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Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
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Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
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The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
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It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
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The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
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In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
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Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
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The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
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The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
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Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
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The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
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=== First Contact ===&lt;br /&gt;
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The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District eaned an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=38060</id>
		<title>Guide to Drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Drinks&amp;diff=38060"/>
		<updated>2025-10-10T07:09:39Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Corrected the Balefire recipee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Drink Recipes==&lt;br /&gt;
Though many of these drinks have toxic ingredients, the finished products are not necessarily toxic. However, if incorrectly (or maliciously) mixed, you might poison your patrons.&lt;br /&gt;
&lt;br /&gt;
If an ingredient is listed as a catalyst, that means it will not be used up by the reaction, and must be removed at the end.&lt;br /&gt;
&lt;br /&gt;
Since a drinking glass will hold only 30 units of liquid, it&#039;s recommended that bartenders use their drink shakers to mix these drinks before pouring them out into glasses.&lt;br /&gt;
===Alcoholic Drinks===&lt;br /&gt;
Alcoholic drinks contain ethanol, the type of alcohol that gets humans drunk. Each alcoholic drink has a strength value that determines how quickly it will affect the person drinking it. Depending on how much you drink, you may start slurring your speech, get dizzy, start stumbling around, or even pass out. Drinking slowly will allow your body to metabolize alcohol and prevent some of these effects, but it can take a long time to metabolize high amounts of alcohol. &lt;br /&gt;
&lt;br /&gt;
Some species have special reactions to alcohol: &lt;br /&gt;
* Skrell will always treat any alcohol as extremely strong and can get very drunk, very quickly. &lt;br /&gt;
* Unathi and Vaurca cannot properly metabolize ethanol, and consuming it will poison them as it is metabolized.&lt;br /&gt;
* Humans take liver damage from drinking too much. This damage occurs at around the same level of intoxication where the character passes out. &lt;br /&gt;
* Diona cannot get drunk.&lt;br /&gt;
&lt;br /&gt;
====Cocktails====&lt;br /&gt;
Cocktails are mixed alcoholic beverages, most commonly containing a combination of liquors, liqueurs, and other ingredients.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:acidspitglass.png|64px]]&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|1u [[#Sulphuric Acid|Sulphuric Acid]], 5u [[#Wine|Wine]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Stomach acid&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:alliescocktail.png|64px]]&lt;br /&gt;
|Allies Cocktail&lt;br /&gt;
|1u [[#Classic Martini|Classic Martini]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter yet free&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aloe.png|64px]]&lt;br /&gt;
|Aloe&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|Add the whiskey last, or you will have Irish Cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:amasecglass.png|64px]]&lt;br /&gt;
|Amasec{{anchor|Amasec}}&lt;br /&gt;
|1u [[#Iron|Iron]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Dark and metallic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:andalusia.png|64px]]&lt;br /&gt;
|Andalusia&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Lemons&lt;br /&gt;
|The gardener might be willing to grow some lemons for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreeze.png|64px]]&lt;br /&gt;
|Anti-freeze&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cold cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:aprilshower.png|64px]]&lt;br /&gt;
|April Shower&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Brandy and oranges&lt;br /&gt;
|The chartreuse family is type of Skrellian liquor (Nralakk Touch). Comes in multiple colors, if you were having issues finding the ingredients.&lt;br /&gt;
|-&lt;br /&gt;
![[File:armsalcglass.png|64px]]&lt;br /&gt;
|Armsman&#039;s Alchemy&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#K&#039;laxan Energy Crush|K&#039;laxan Energy Crush]] = 2u&lt;br /&gt;
|30&lt;br /&gt;
|A burning cosmos&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:atomicbombglass.png|64px]]&lt;br /&gt;
|Atomic Bomb&lt;br /&gt;
|10u [[#B-52|B-52]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Da bomb&lt;br /&gt;
|&#039;&#039;&#039;Extremely potent.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:b52glass.png|64px]]&lt;br /&gt;
|B-52{{anchor|B-52}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Angry and irish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:badtouch.png|64px]]&lt;br /&gt;
|Bad Touch&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Lemon Lime|Lemon Lime]], 2u [[#Rum|Rum]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Naughtiness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahama_mama.png|64px]]&lt;br /&gt;
|Bahama mama&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and orange&lt;br /&gt;
|Lime juice should be added last, or a different drink will be made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bananahonkglass.png|64px]]&lt;br /&gt;
|Banana Mama (Banana Honk)&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Cream|Cream]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|A bad joke&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_banana.png|64px]]&lt;br /&gt;
|Banana pulque&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty banana&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:b&amp;amp;p.png|64px]]&lt;br /&gt;
|Barefoot&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bassline.png|64px]]&lt;br /&gt;
|Bassline&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 2u [[#Grape Juice|Grape Juice]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|The groove&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:beepskysmashglass.png|64px]]&lt;br /&gt;
|Beepsky Smash&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Iron|Iron]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|&#039;&#039;&#039;JUSTICE&#039;&#039;&#039;&lt;br /&gt;
|Causes brief stun for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_berry.png|64px]]&lt;br /&gt;
|Berry pulque&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Bilk&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|4&lt;br /&gt;
|Desperation and lactate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blackrussianglass.png|64px]]&lt;br /&gt;
|Black Russian {{anchor|Black Russian}}&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blindrussian.png|64px]]&lt;br /&gt;
|Blind Russian&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Irish Cream|Irish Cream]], 1u [[#Kahlua|Kahlua]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bitterness blindness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodymaryglass.png|64px]]&lt;br /&gt;
|Bloody Mary&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 3u [[#Tomato Juice|Tomato Juice]], 2u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|20&lt;br /&gt;
|Tomatoes with a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Blue Lagoon&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]], 1u [[#Vodka|Vodka]]= 6u&lt;br /&gt;
|25&lt;br /&gt;
|Electric lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluebird.png|64px]]&lt;br /&gt;
|Bluebird&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Gin and Tonic|Gin and Tonic]] = 4u&lt;br /&gt;
|30&lt;br /&gt;
|A blue christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:blushwineglass.png|64px]]&lt;br /&gt;
|Blush Wine&lt;br /&gt;
|1u [[#White Wine|White Wine]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Delightful sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:booger.png|64px]]&lt;br /&gt;
|Booger&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Rum|Rum]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet &#039;n creamy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bravebullglass.png|64px]]&lt;br /&gt;
|Brave Bull&lt;br /&gt;
|1u [[#Kahlua|Kahlua]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Alcoholic bravery&lt;br /&gt;
|Also includes Caffeine at a strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carthusiansazerac.png|64px]]&lt;br /&gt;
|Carthusian Sazerac&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Whiskey|Whiskey]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caruso.png|64px]]&lt;br /&gt;
|Caruso&lt;br /&gt;
|2u [[#Classic Martini|Classic Martini]], 1u [[#White Creme de Menthe|White Creme de Menthe]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ceasefireglass.gif|64px]]&lt;br /&gt;
|Ceasefire&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet reunions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cmojito.png|64px]]&lt;br /&gt;
|Champagne Mojito&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet mint alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cherrytreefireball.png|64px]]&lt;br /&gt;
|Cherry Tree Fireball&lt;br /&gt;
|1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Fireball|Fireball]], 1u [[#Ice|Ice]], 3u [[#Lemonade|Lemonade]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet spiced cherries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|Cinnamon Apple Whiskey&lt;br /&gt;
|3u [[#Apple Cider|Apple Cider]], 1u [[#Fireball|Fireball]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sweet spiced apples&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cinnamon_orchard_glass.png|64px]]&lt;br /&gt;
|Cinnamon Orchard&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Fireball|Fireball]], 1u Lemon Juice = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Cinnamon bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Classic Martini{{anchor|Classic Martini}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cloudyoranglass.png|64px]]&lt;br /&gt;
|Cloudy Eridani&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Sake|Sake]], 1u [[#Soy Milk|Soy Milk]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Soy milk putting on airs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cobaltvelvet.png|64px]]&lt;br /&gt;
|Cobalt Velvet&lt;br /&gt;
|2u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Space Cola|Space Cola]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Neon champagne&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_coffee.png|64px]]&lt;br /&gt;
|Coffee pulque&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbsc.gif|64px]]&lt;br /&gt;
|Complex Bluespace Calculation&lt;br /&gt;
|4u [[#Wine|Wine]], 2u [[#Vodka|Vodka]], 3u [[#Soda Water|Soda Water]], 1u [[#Radium|Radium]] = 10u &lt;br /&gt;
|25&lt;br /&gt;
|Fizzling spatiotemporal instability&lt;br /&gt;
|Causes jitters to non-Diona.&amp;lt;br&amp;gt;Ordered differently, the ingredients may instead produce a Singulo.&lt;br /&gt;
|-&lt;br /&gt;
![[File:corkpopper.png|64px]]&lt;br /&gt;
|Cork Popper&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Sour and smokey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cosmopolitan.png|64px]]&lt;br /&gt;
|Cosmopolitan&lt;br /&gt;
|1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubalibreglass.png|64px]]&lt;br /&gt;
|Cuba Libre{{anchor|Cuba Libre}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 2u [[#Rum and Cola|Rum and Cola]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola and a hint of lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:daiquiri.png|64px]]&lt;br /&gt;
|Daiquiri&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Lime and sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Demons Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Rum|Rum]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet tasting iron&lt;br /&gt;
|For both this and the next recipe, you may be able to substitute the blood with tomato juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:devilskiss.png|64px]]&lt;br /&gt;
|Devils Kiss&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Kahlua|Kahlua]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Bitter iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:deweycocktail.png|64px]]&lt;br /&gt;
|Dewey Cocktail&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Dry gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dionamamaglass.png|64px]]&lt;br /&gt;
|Diona Mama&lt;br /&gt;
|2u [[#Absinthe|Absinthe]], 1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Radium|Radium]] = 6u&lt;br /&gt;
|25&lt;br /&gt;
|Tangy, irradiated licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:djinnteaglass.png|64px]]&lt;br /&gt;
|Djinn Tea&lt;br /&gt;
|1u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Gin|Gin]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drdaniels.png|64px]]&lt;br /&gt;
|Dr. Daniels&lt;br /&gt;
|3u [[#Diet Dr. Gibb|Diet Dr. Gibb]], 1u [[#Honey|Honey]], 1u [[#Whiskey|Whiskey]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Smooth, honeyed carbonation&lt;br /&gt;
|Contains Caffeine strength of 0.2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:driestmartiniglass.png|64px]]&lt;br /&gt;
|Driest Martini&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Nothing|Nothing]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|A beach&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_dyn.png|64px]]&lt;br /&gt;
|Dyn pulque&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Pulque|Pulque]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Yeasty menthol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Eggnog {{anchor|Eggnog}}&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|Egg and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:erikasurprise.png|64px]]&lt;br /&gt;
|Erika Surprise&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Banana Juice|Banana Juice]], 1u [[#Ice|Ice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Tartness and bananas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:espratini_glass.png|64px]]&lt;br /&gt;
|Espratini&lt;br /&gt;
|1u Espresso, 1u Kahlua, 1u Vodka = 3u&lt;br /&gt;
|50&lt;br /&gt;
|Powerful black coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:europanail.png|64px]]&lt;br /&gt;
|Europa Nail&lt;br /&gt;
|2u [[#Cream|Cream]], 2u [[#Kahlua|Kahlua]], 2u [[#Rusty Nail|Rusty Nail]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|A coffee-flavored moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Fernet Con Coca&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Fernet|Fernet]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Deeply bittersweet cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fiscoffeeglass.png|64px]]&lt;br /&gt;
|Fisanduhian Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|giving up on peaceful coexistence&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Fisanduhian Cream{{anchor|Fisanduhian Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Fireball|Fireball]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|creamy spiced alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fisfirebombglass.png|64px]]&lt;br /&gt;
|Fisanduhian Firebomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fisanduhian Cream|Fisanduhian Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Anti-dominian sentiment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:forbiddenapple.png|64px]]&lt;br /&gt;
|Forbidden Apple&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Champagne|Champagne]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Champagne, a hint of apples, and orange sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:french75.png|64px]]&lt;br /&gt;
|French 75&lt;br /&gt;
|2u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Sour and classy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
|Fringe Weaver&lt;br /&gt;
|2u [[#Ethanol|Ethanol]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Liquid regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirteen_loko_glass.png|64px]]&lt;br /&gt;
|Getmore Energy&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|Jitters and death&lt;br /&gt;
|For non-Diona: Reduces drowsiness, causes jitters. Also contains Caffeine strength 0.5.&amp;lt;br&amp;gt;Source: Robust Softdrinks (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonhooch.png|64px]]&lt;br /&gt;
|Gibson Hooch&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Whiskey Cola|Whiskey Cola]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Cheap labor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibsonpunch.png|64px]]&lt;br /&gt;
|Gibson Punch&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Screwdriver|Screwdriver]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Sour and bitter fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gimlet.png|64px]]&lt;br /&gt;
|Gimlet&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Gin and class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gintonicglass.png|64px]]&lt;br /&gt;
|Gin and Tonic{{anchor|Gin and Tonic}}&lt;br /&gt;
|2u [[#Gin|Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|12&lt;br /&gt;
|Mild and tart&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginfizzglass.png|64px]]&lt;br /&gt;
|Gin Fizz&lt;br /&gt;
|1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Dry, tart lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Godheadglass.png|64px]]&lt;br /&gt;
|Godhead&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Morozi winter, with all its hardships&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Goldschlager&lt;br /&gt;
|1u [[#Gold|Gold]], 10u [[#Vodka|Vodka]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Burning cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:goeglass.png|64px]]&lt;br /&gt;
|Government in Exile&lt;br /&gt;
|1u [[#Kvass|Kvass]], 1u [[#Permanent Revolution|Permanent Revolution]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Homesickness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grogglass.png|64px]]&lt;br /&gt;
|Grog&lt;br /&gt;
|1u [[#Rum|Rum]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|A poor excuse for alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:harvest_moon_glass.png|64px]]&lt;br /&gt;
|Harvest Moon&lt;br /&gt;
|2u Applejack, 1u Pumpkin Spice Syrup, 2u Soda Water = 6u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling pumpkin pie and spiced apples&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:hippiesdelightglass.png|64px]]&lt;br /&gt;
|Hippies Delight&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Psilocybin|Psilocybin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Giving peace a chance&lt;br /&gt;
|Psilocybin can be found in several types of garden-grown mushroom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown2.png|64px]]&lt;br /&gt;
|Hooch&lt;br /&gt;
|1u [[#Moonshine|Moonshine]], 1u [[#Sugar|Sugar]], 1u [[#Welding fuel|Welding Fuel]] = 3u&lt;br /&gt;
|65&lt;br /&gt;
|Pure resignation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Ice Pick&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Vodka|Vodka]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Vodka and lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iced_beerglass.png|64px]]&lt;br /&gt;
|Iced Beer&lt;br /&gt;
|10u [[#Beer|Beer]], 1u [[#Frost Oil|Frost Oil]] = 10u&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;5u [[#Beer|Beer]], 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|5&lt;br /&gt;
|Refreshingly cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Insurrenderglass.png|64px]]&lt;br /&gt;
|Instrument of Surrender&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Kvass|Kvass]], 1u [[#Tarasun|Tarasun]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Freedom from want&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:internationaleglass.png|64px]]&lt;br /&gt;
|Internationale&lt;br /&gt;
|1u [[#Mushroom Vodka|Mushroom Vodka]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|28&lt;br /&gt;
|Earthy, oily unity&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcarbomb.png|64px]]&lt;br /&gt;
|Irish Car Bomb&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Delicious anger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcoffeeglass.png|64px]]&lt;br /&gt;
|Irish Coffee&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Irish Cream|Irish Cream]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|Giving up on the day&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:irishcreamglass.png|64px]]&lt;br /&gt;
|Irish Cream{{anchor|Irish Cream}}&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Creamy alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:johnscollins.png|64px]]&lt;br /&gt;
|John Collins&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Whiskey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jovianstormglass.png|64px]]&lt;br /&gt;
|Jovian Storm&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]], 2u [[#Rum|Rum]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Stormy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Jungle Juice&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lemon Lime|Lemon Lime]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Rum|Rum]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|A fraternity house party&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lights_edge_glass.png|64px]]&lt;br /&gt;
|Light&#039;s Edge&lt;br /&gt;
|1u [[#Assunzioni Wine|Assunzioni Wine]], 1u Gin, 1u Lemon Juice = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Rich wine, herbal liquor, and tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:longislandicedteaglass.png|64px]]&lt;br /&gt;
|Long Island Iced Tea{{anchor|Long Island Iced Tea}}&lt;br /&gt;
|3u [[#Cuba Libre|Cuba Libre]], 1u [[#Gin|Gin]], 1u [[#Tequila|Tequila]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|A mixture of cola and alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan{{anchor|Manhattan}}&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Mild dryness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:proj_manhattanglass.png|64px]]&lt;br /&gt;
|Manhattan Project&lt;br /&gt;
|10u [[#Manhattan|Manhattan]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|30&lt;br /&gt;
|Death, the destroyer of worlds&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:margaritaglass.png|64px]]&lt;br /&gt;
|Margarita{{anchor|Margarita}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]], 1u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Dry and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:marsarita.png|64px]]&lt;br /&gt;
|Marsarita&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Capsaicin Oil|Capsaicin Oil]], 4u [[#Margarita|Margarita]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Spicy, salty lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melonwine.png|64px]]&lt;br /&gt;
|Melon Wine&lt;br /&gt;
|1u [[#Melon Liquor|Melon Liquor]], 1u [[#Wine|Wine]] = 2u&lt;br /&gt;
|20&lt;br /&gt;
|Mouth watering fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendellian.png|64px]]&lt;br /&gt;
|Mendellian&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Triple Sec|Triple Sec]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Citrusy urbanism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:metropolitan.png|64px]]&lt;br /&gt;
|Metropolitan&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vermouth|Vermouth]] = 3u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:midnightkiss.png|64px]]&lt;br /&gt;
|Midnight Kiss&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 3u [[#Champagne|Champagne]], 1u [[#Vodka|Vodka]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|A late-night promise&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:omimosa.png|64px]]&lt;br /&gt;
|Mimosa&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Orange Juice|Orange Juice]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkling orange juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mintjulep.png|64px]]&lt;br /&gt;
|Mint Julep&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Water|Water]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Old as time&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mojito.png|64px]]&lt;br /&gt;
|Mojito&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Refreshing mint&lt;br /&gt;
|Make sure to mix it in the provided order, or you might make a Daiquiri.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Moonshine{{anchor|Moonshine}}&lt;br /&gt;
|10u [[#Nutriment|Nutriment]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|65&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mountain_marauder.png|64px]]&lt;br /&gt;
|Mountain Marauder&lt;br /&gt;
|1u [[#Fermented Fatshouters Milk|Fermented Fatshouters Milk]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Alcoholic sour milk&lt;br /&gt;
|Causes nausea to non-Tajara.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muscmule.png|64px]]&lt;br /&gt;
|Muscovite Mule&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Mint and a mule&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:neurotoxinglass.png|64px]]&lt;br /&gt;
|Neurotoxin&lt;br /&gt;
|1u [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1u [[#Soporific|Soporific]] = 2u&lt;br /&gt;
|50&lt;br /&gt;
|A numbing sensation&lt;br /&gt;
|Slows pulse and causes paralysis for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:horizon_glass.png|64px]]&lt;br /&gt;
|New Horizons&lt;br /&gt;
|1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Patron|Patron]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|The celebration of new horizons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oldfashioned.png|64px]]&lt;br /&gt;
|Old Fashioned&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Sugar|Sugar]], 3u [[#Whiskey Soda|Whiskey Soda]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:olympusmons.png|64px]]&lt;br /&gt;
|Olympus Mons&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Rum|Rum]], 1u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bittersweet independence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gargleblasterglass.png|64px]]&lt;br /&gt;
|Pan-Galactic Gargle Blaster{{anchor|Pan-Galactic Gargle Blaster}}&lt;br /&gt;
|1u [[#Cognac|Cognac]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 2u [[#Vodka|Vodka]], 1u [[#Whiskey|Whiskey]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Your brains smashed out by a lemon wrapped around a gold brick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:patronglass.png|64px]]&lt;br /&gt;
|Patron {{anchor|Patron}}&lt;br /&gt;
|1u [[#Silver|Silver]], 10u [[#Tequila|Tequila]] = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Metallic and expensive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:peacetreatyglass.png|64px]]&lt;br /&gt;
|Peace Treaty&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]], 1u [[#Victory Gin|Victory Gin]] = 3u&lt;br /&gt;
|21&lt;br /&gt;
|Tart, oily honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:permanentrevolutionglass.png|64px]]&lt;br /&gt;
|Permanent Revolution&lt;br /&gt;
|1u [[#Absinthe|Absinthe]], 1u [[#Mushroom Vodka|Mushroom Vodka]] = 2u&lt;br /&gt;
|65&lt;br /&gt;
|Strong, earthy licorice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pina_colada.png|64px]]&lt;br /&gt;
|Pina Colada&lt;br /&gt;
|1u [[#Pineapple Juice|Pineapple Juice]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Pineapple, coconut, and a hint of the ocean&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgin.png|64px]]&lt;br /&gt;
|Pink Gin {{anchor|Pink Gin}}&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Gin|Gin]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinkgintonic.png|64px]]&lt;br /&gt;
|Pink Gin and Tonic&lt;br /&gt;
|2u [[#Pink Gin|Pink Gin]], 1u [[#Tonic Water|Tonic Water]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Very bitter christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:piratepunch.png|64px]]&lt;br /&gt;
|Pirate&#039;s Punch&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Rum|Rum]] = 5u&lt;br /&gt;
|25&lt;br /&gt;
|Spiced fruit cocktail&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:planterpunch.png|64px]]&lt;br /&gt;
|Planter&#039;s Punch&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Rum|Rum]] = 4u&lt;br /&gt;
|25&lt;br /&gt;
|Jamaica&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pwineglass.png|64px]]&lt;br /&gt;
|Poison Wine&lt;br /&gt;
|10u [[#Poison Berry Juice|Poison Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|15&lt;br /&gt;
|Purified alcoholic death&lt;br /&gt;
|Toxic. Causes hallucinations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pousseecafe.png|64px]]&lt;br /&gt;
|Pousse-Cafe&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Green Chartreuse|Green Chartreuse]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#White Creme de Menthe|White Creme de Menthe]], 1u [[#Yellow Chartreuse|Yellow Chartreuse]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Layers of liquors&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pink_glass.png|64px]]&lt;br /&gt;
|Pretty in Pink&lt;br /&gt;
|1u [[#Pink Lemonade|Pink Lemonade]], 1u [[#Rose Wine|Rose Wine]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Rosy fruity pinkness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:primeministerglass.png|64px]]&lt;br /&gt;
|Prime Minister&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 4u [[#Rum|Rum]], 1u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Political power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redsangria.png|64px]]&lt;br /&gt;
|Red Dwarf Sangria&lt;br /&gt;
|1u [[#Applejack|Applejack]], 1u [[#Assunzioni Wine|Assunzioni Wine]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Fruit cocktail, sweet red wine, and a hint of truffles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:red_meadglass.png|64px]]&lt;br /&gt;
|Red Mead&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Mead|Mead]] = 2u&lt;br /&gt;
|21&lt;br /&gt;
|Sweet and salty alcohol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rixulin_sundae.png|64px]]&lt;br /&gt;
|Rixulin Sundae&lt;br /&gt;
|3u [[#Virus Food|Virus Food]], 2u [[#White Wine|White Wine]], 1u [[#Wulumunusha Extract|Wulumunusha Extract]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Spacetime and warbling music&lt;br /&gt;
|Causes drugginess.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rose_tinted_glasses_glass.png|64px]]&lt;br /&gt;
|Rose Tinted Glasses&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Rose Wine|Rose Wine]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Pink-colored nostalgia&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumandcolaglass.png|64px]]&lt;br /&gt;
|Rum and Cola{{anchor|Rum and Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Rum|Rum]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rustynail.png|64px]]&lt;br /&gt;
|Rusty Nail{{anchor|Rusty Nail}}&lt;br /&gt;
|1u [[#Drambuie|Drambuie]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Sangria&lt;br /&gt;
|1u [[#Brandy|Brandy]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Wine|Wine]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Sweet wine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sbitenglass.png|64px]]&lt;br /&gt;
|Sbiten&lt;br /&gt;
|1u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Mead|Mead]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Hot and spice&lt;br /&gt;
|Capsaicin can be found in chili peppers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scrameggglass.gif|64px]]&lt;br /&gt;
|SCRAMbled Egg&lt;br /&gt;
|25u [[#Kvass|Kvass]], 3u [[#Egg Yolk|Egg Yolk]] = 25u&lt;br /&gt;
|15&lt;br /&gt;
|Slimy raw egg and beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Screwdriver {{anchor|Screwdriver}}&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sidewinderglass.png|64px]]&lt;br /&gt;
|Sidewinder Fang&lt;br /&gt;
|2u [[#Soda Water|Soda Water]], 2u [[#Rum|Rum]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Fruity rum and bittersweet nostalgia&lt;br /&gt;
|Make sure to mix it in the &#039;&#039;&#039;provided order&#039;&#039;&#039;, or you might make the [[#Kira Special|Kira Special]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:silencerglass.png|64px]]&lt;br /&gt;
|Silencer&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Nothing|Nothing]], 1u [[#Sugar|Sugar]] = 3u&lt;br /&gt;
|50&lt;br /&gt;
|A pencil eraser&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:singulo.png|64px]]&lt;br /&gt;
|Singulo&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Vodka|Vodka]], 5u [[#Wine|Wine]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Concentrated matter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snakebite.png|64px]]&lt;br /&gt;
|Snakebite&lt;br /&gt;
|5u [[#Beer|Beer]], 5u [[#Applejack|Applejack]]= 10u&lt;br /&gt;
|9&lt;br /&gt;
|Sweet apple-flavoured beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:snowwhite.png|64px]]&lt;br /&gt;
|Snow White&lt;br /&gt;
|1u [[#Beer|Beer]], 1u [[#Lemon Lime|Lemon Lime]] = 2u&lt;br /&gt;
|7&lt;br /&gt;
|Refreshing cold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianmarineglass.png|64px]]&lt;br /&gt;
|Solarian Marine&lt;br /&gt;
|1u [[#Securitea|Securitea]], 1u [[#Whiskey|Whiskey]] = 2u&lt;br /&gt;
|35&lt;br /&gt;
|Polished boots and nationalism&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:solarianwhiteglass.png|64px]]&lt;br /&gt;
|Solarian White&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Creamy vodka and lime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Songwaterglass.png|64px]]&lt;br /&gt;
|Songwater&lt;br /&gt;
|5u [[#Tarasun|Tarasun]], 1u [[#Space Spice|Space Spice]], 1u [[#Black Pepper|Black Pepper]] = 5u&lt;br /&gt;
|35&lt;br /&gt;
|Frostbite in your throat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ssroyale.png|64px]]&lt;br /&gt;
|Southside Royale&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Gin|Gin]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Lime christmas tree&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:starsandstripes.png|64px]]&lt;br /&gt;
|Stars and Stripes&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Grenadine Syrup|Grenadine Syrup]] = 3u&lt;br /&gt;
|10&lt;br /&gt;
|Freedom&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
|Sugar Rush&lt;br /&gt;
|4u [[#Orange Starshine|Orange Starshine]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Vodka|Vodka]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sdreamglass.png|64px]]&lt;br /&gt;
|Sui Dream&lt;br /&gt;
|1u [[#Blue Curacao|Blue Curacao]], 1u [[#Melon Liquor|Melon Liquor]], 1u Vacuum Fizz = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tallblackrussian.png|64px]]&lt;br /&gt;
|Tall Black Russian&lt;br /&gt;
|1u [[#Black Russian|Black Russian]], 1u [[#Space Cola|Space Cola]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Tall bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilasunriseglass.png|64px]]&lt;br /&gt;
|Tequila Sunrise&lt;br /&gt;
|1u [[#Orange Juice|Orange Juice]], 2u [[#Tequila|Tequila]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:classic.png|64px]]&lt;br /&gt;
|The Classic&lt;br /&gt;
|1u [[#Aromatic Bitters|Aromatic Bitters]], 2u [[#Champagne|Champagne]], 1u [[#Lemon Juice|Lemon Juice]] = 4u&lt;br /&gt;
|20&lt;br /&gt;
|Sour and bitter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Inquisitrixglass.png|64px]]&lt;br /&gt;
|The Inquisitrix&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Tarasun|Tarasun]], 1u [[#Dr. Gibb|Dr. Gibb]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tomorrow&#039;s headache&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:manlydorfglass.png|64px]]&lt;br /&gt;
|The Manly Dorf&lt;br /&gt;
|2u [[#Ale|Ale]], 1u [[#Beer|Beer]] = 3u&lt;br /&gt;
|45&lt;br /&gt;
|Hair on your chest and your chin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martyrgaritaglass.gif|64px]]&lt;br /&gt;
|The Martyrgarita&lt;br /&gt;
|1u [[#Geneboosted Wine|Geneboosted Wine]], 1u [[#Lime Juice|Lime Juice]], 1u Holy water = 3u&lt;br /&gt;
|20&lt;br /&gt;
|A drink worth dying for&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:thirdincident.png|64px]]&lt;br /&gt;
|The Third Incident&lt;br /&gt;
|10u [[#Blue Curacao|Blue Curacao]], 3u [[#Egg Yolk|Egg Yolk]], 10u [[#Grape Juice|Grape Juice]] = 20u&lt;br /&gt;
|10&lt;br /&gt;
|X&#039;Lu&#039;oa sadness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:universalistglass.gif|64px]]&lt;br /&gt;
|The Universalist&lt;br /&gt;
|10u [[#Geneboosted Wine|Geneboosted Wine]], 10u [[#Beepsky Smash|Beepsky Smash]] = 20u&lt;br /&gt;
|25&lt;br /&gt;
|Shutdown codes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.png|64px]]&lt;br /&gt;
|Three Mile Island Iced Tea&lt;br /&gt;
|10u [[#Long Island Iced Tea|Long Island Iced Tea]], 1u [[#Uranium|Uranium]] = 10u&lt;br /&gt;
|60&lt;br /&gt;
|Dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:threefoldglass.png|64px]]&lt;br /&gt;
|Threefold&lt;br /&gt;
|1u [[#Algae Wine|Algae Wine]], 1u [[#Valokki Wine|Valokki Wine]], 1u [[#Geneboosted Wine|Geneboosted Wine]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Incense&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:toxinsspecialglass.png|64px]]&lt;br /&gt;
|Toxins Special&lt;br /&gt;
|2u [[#Phoron|Phoron]], 2u [[#Rum|Rum]], 2u [[#Vermouth|Vermouth]] = 6u&lt;br /&gt;
|40&lt;br /&gt;
|Spicy toxins&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tribunalglass.gif|64px]]&lt;br /&gt;
|Tribunal&lt;br /&gt;
|1u [[#Threefold|Threefold]], 1u [[#Godhead|Godhead]], 1u Holy Water = 3u&lt;br /&gt;
|75&lt;br /&gt;
|Alcoholic rapture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:twisted_lime_glass.png|64px]]&lt;br /&gt;
|Twisted Lime&lt;br /&gt;
|1u [[#Ale|Ale]], 1u [[#Fernet|Fernet]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|30&lt;br /&gt;
|Bitter sourness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:verdant_glass.png|64px]]&lt;br /&gt;
|Verdant Green&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Soju|Soju]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Refreshing minty tea with a kick&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:veteranschoice_glass.png|64px]]&lt;br /&gt;
|Veteran&#039;s Choice&lt;br /&gt;
|1u [[#Gunpowder|Gunpowder]], 1u [[#Messa&#039;s Mead|Messa&#039;s Mead]] = 2u&lt;br /&gt;
|25&lt;br /&gt;
|Honey and salty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:vodkatonicglass.png|64px]]&lt;br /&gt;
|Vodka and Tonic&lt;br /&gt;
|1u [[#Tonic Water|Tonic Water]], 2u [[#Vodka|Vodka]]= 3u&lt;br /&gt;
|35&lt;br /&gt;
|Tart bitterness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:martiniglass.png|64px]]&lt;br /&gt;
|Vodka Martini&lt;br /&gt;
|1u [[#Vermouth|Vermouth]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|32&lt;br /&gt;
|Shaken, not stirred&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weeping_stars_glass.png|64px]]&lt;br /&gt;
|Weeping Stars&lt;br /&gt;
|1u [[#Champagne|Champagne]], 1u [[#Creme de Yvette|Creme de Yvette]], 1u [[#Cranberry Juice|Cranberry Juice]] = 3u&lt;br /&gt;
|35&lt;br /&gt;
|Sparkly violet cranberry juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Whiskey Cola {{anchor|Whiskey Cola}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeysodaglass2.png|64px]]&lt;br /&gt;
|Whiskey Soda {{anchor|Whiskey Soda}}&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 2u [[#Whiskey|Whiskey]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiterussianglass.png|64px]]&lt;br /&gt;
|White Russian&lt;br /&gt;
|2u [[#Black Russian|Black Russian]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|30&lt;br /&gt;
|Bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:winter_offensive.png|64px]]&lt;br /&gt;
|Winter Offensive&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Victory Gin|Victory Gin]] = 2u&lt;br /&gt;
|15&lt;br /&gt;
|Oily gin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:zavodskoi_mule.png|64px]]&lt;br /&gt;
|Zavodskoi Mule&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 2u [[#Vodka|Vodka]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Refreshing spiciness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Liquors and Liqueurs====&lt;br /&gt;
Liquors are typically strong distilled drinks. While they are most commonly used as ingredients in a [[#Cocktail|cocktail]], it is also common to have liquor alone in shots.&lt;br /&gt;
&lt;br /&gt;
Liqueurs are similar to liquors, but are sweeter. It is less common to see liqueurs taken as shots, as the flavours are better realized in a cocktail, however the customer is always right in matters of taste!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:absintheglass.png|64px]]&lt;br /&gt;
|Absinthe {{anchor|Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Bottles are labeled “Jailbreaker Verte”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:applejack.png|64px]]&lt;br /&gt;
|Applejack {{anchor|Applejack}}&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|Bottles are labeled “Arvani Special Reserve Applejack”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bittersglass.png|64px]]&lt;br /&gt;
|Aromatic Bitters {{anchor|Aromatic Bitters}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nojosuru Aromatic Bitters”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:curacaoglass.png|64px]]&lt;br /&gt;
|Blue Curacao {{anchor|Blue Curacao}}&lt;br /&gt;
|10u [[#Orange Juice|Orange Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Xuaousha curacao”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:boukhaglass.png|64px]]&lt;br /&gt;
|Boukha {{anchor|Boukha}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Boukha Boboksa Classic”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:brandyglass.png|64px]]&lt;br /&gt;
|Brandy {{anchor|Brandy}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Admiral Cindy&#039;s Brandy”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cognacglass.png|64px]]&lt;br /&gt;
|Cognac {{anchor|Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Cytherea Golden Sweetness Cognac”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:cremedeyvetteglass.png|64px]]&lt;br /&gt;
|Creme de Yvette {{anchor|Creme de Yvette}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua Delicate Violet”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:darmadhirbrew_glass.png|64px]]&lt;br /&gt;
|Darmadhir Brew {{anchor|Darmadhir Brew}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Deadrum {{anchor|Deadrum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:drambuieglass.png|64px]]&lt;br /&gt;
|Drambuie {{anchor|Drambuie}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Xinghua Honeyed Satisfaction”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:fireballglass.png|64px]]&lt;br /&gt;
|Fireball {{anchor|Fireball}}&lt;br /&gt;
|&lt;br /&gt;
|35&lt;br /&gt;
|Bottles are labeled “Delta Cephei Cinnamon Fireball”&amp;lt;br&amp;gt;Causes pain to non-Diona, neutralizes toxins&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:kahluaglass.png|64px]]&lt;br /&gt;
|Kahlua {{anchor|Kahlua}}&lt;br /&gt;
|5u [[#Coffee|Coffee]], 5u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Nixiqi&#039;s Happy Accident Coffee Liqueur”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:emeraldglass.png|64px]]&lt;br /&gt;
|Melon Liquor {{anchor|Melon Liquor}}&lt;br /&gt;
|10u [[#Watermelon Juice|Watermelon Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|23&lt;br /&gt;
|Bottles are labeled “Emeraldine Melon Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroomvodkaglass.png|64px]]&lt;br /&gt;
|Mushroom Vodka {{anchor|Mushroom Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|Bottles are labeled “Magnitogorsk Import mushroom vodka”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:nmshaanliquor_glass.png|64px]]&lt;br /&gt;
|Nm&#039;shaan Liquor&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|Bottles are labeled “Nm&#039;shaan Liquor”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:rumglass.png|64px]]&lt;br /&gt;
|Rum {{anchor|Rum}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Undirstader Broeckhouser Rum”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakeglass.png|64px]]&lt;br /&gt;
|Sake {{anchor|Sake}}&lt;br /&gt;
|5u [[#Rice Beer|Rice Beer]], 5u Moss, 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Shokyodo Sake”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sojuglass.png|64px]]&lt;br /&gt;
|Soju {{anchor|Soju}}&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Bottles are labeled “Boryeong &#039;45 Soju”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tarasunglass.png|64px]]&lt;br /&gt;
|Tarasun {{anchor|Tarasun}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Tarasun”&amp;lt;br&amp;gt;Source: Booze-o-mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:treebarkfirewater_glass.png|64px]]&lt;br /&gt;
|Tree-Bark Firewater&lt;br /&gt;
|1u [[#Earthen-Root Juice|Earthen-Root Juice]], 1u [[#Sugar|Sugar]], 1u [[#Wood Pulp|Wood Pulp]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 3u&lt;br /&gt;
|65&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tequilaglass.png|64px]]&lt;br /&gt;
|Tequila {{anchor|Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Nathan&#039;s Guaranteed Quality Tequila”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Triple Sec {{anchor|Triple Sec}}&lt;br /&gt;
|&lt;br /&gt;
|12&lt;br /&gt;
|Bottles are labeled “Fleur De Majestueux Triple Sec”&amp;lt;br&amp;gt;Source: Bar Dispenser, Booze-O-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:vermouthglass.png|64px]]&lt;br /&gt;
|Vermouth {{anchor|Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|17&lt;br /&gt;
|Bottles are labeled “Xinghua Vermouth”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Victory Gin {{anchor|Victory Gin}}&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|Bottles are labeled “Victory Gin”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.png|64px]]&lt;br /&gt;
|Vodka {{anchor|Vodka}}&lt;br /&gt;
|10u [[#Potato Juice|Potato Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Bottles are labeled “Martian 50% Premium Vodka”&amp;lt;br&amp;gt;Reduces the effects of radiation.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeyglass.png|64px]]&lt;br /&gt;
|Whiskey {{anchor|Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled “Mu Cephei Special Reserve”&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitecremeglass.png|64px]]&lt;br /&gt;
|White Creme de Menthe {{anchor|White Creme de Menthe}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bottles are labeled “Xinghua White Mint”&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:chartreuseyellowglass.png|64px]]&lt;br /&gt;
|Yellow Chartreuse {{anchor|Yellow Chartreuse}}&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Bottles are labeled &amp;quot;Nralakk Touch Yellow Chartreuse&amp;quot;&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Beers and Wines====&lt;br /&gt;
Beers and wines are usually consumed singularly without other ingredients mixed in. While not unheard of, some beers and wines are called for in [[#Cocktail|cocktail]] recipes.&lt;br /&gt;
&lt;br /&gt;
Beers are typically a lighter drink in terms of alcohol. Only two beers are served on draught in the workplace, [[#Ale|ale]] and [[#Beer|Virklunder]], however many other brands of beer are stored in the Bar&#039;s backroom upon request.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Vendor&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Alcohol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:aleglass.png|64px]]&lt;br /&gt;
|Ale {{anchor|Ale}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|Bottles are labeled “Burszi-Ale”&lt;br /&gt;
|-&lt;br /&gt;
![[File:beerglass.png|64px]]&lt;br /&gt;
|Beer {{anchor|Beer}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|Reduces jitteriness.&amp;lt;br&amp;gt;Bottles are labeled “Virklunder”&amp;lt;br&amp;gt;10u [[#Flour|Flour]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:Algaewineglass.png|64px]]&lt;br /&gt;
|Algae Wine {{anchor|Algae Wine}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Licorice and spinach&lt;br /&gt;
|Bottles are labeled “Reachers Triumph 2423”&lt;br /&gt;
|-&lt;br /&gt;
![[File:assunzionewineglass.png|64px]]&lt;br /&gt;
|Assunzioni Wine {{anchor|Assunzioni Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Red wine, truffles, hints of dried fruit, and herbs&lt;br /&gt;
|Bottles are labeled “Azzunzioni Sera Stellata di Dalyan”&lt;br /&gt;
|-&lt;br /&gt;
![[File:champagneglass.png|64px]]&lt;br /&gt;
|Champagne {{anchor|Champagne}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bubbly bitter-sweetness&lt;br /&gt;
|Bottles are labeled “Silverport&#039;s Bubbliest Champagne”&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellbeerdyn.png|64px]]&lt;br /&gt;
|Dyn Beer {{anchor|Dyn Beer}}&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|Spiced bitter beer&lt;br /&gt;
|Bottles are labeled “Qel&#039;Zvol Hospitality&#039;s Prestige Beer”&lt;br /&gt;
|-&lt;br /&gt;
![[File:earthmover.png|64px]]&lt;br /&gt;
|Earthmover {{anchor|Earthmover}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|6&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ebisu.png|64px]]&lt;br /&gt;
|Ebisu Super Dry {{anchor|Ebisu}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|Cans are labeled &amp;quot;Ebisu Super Dry&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:guinnessglass.png|64px]]&lt;br /&gt;
|Guinness {{anchor|Guinness}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Dryness&lt;br /&gt;
|Bottles are labeled &amp;quot;Guiness&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:khlibnyz_glass.png|64px]]&lt;br /&gt;
|Khlibnyz&lt;br /&gt;
|Booze-o-Mat, Lunchbox option&lt;br /&gt;
|5&lt;br /&gt;
|Earthy and salty&lt;br /&gt;
|Bottles are labeled “Khlibnyz”&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kvassglass.png|64px]]&lt;br /&gt;
|Kvass {{anchor|Kvass}}&lt;br /&gt;
|Booze-o-mat&lt;br /&gt;
|15&lt;br /&gt;
|Bittersweet yeast&lt;br /&gt;
|Bottles are labeled “Neubach Original Kvass”&lt;br /&gt;
|-&lt;br /&gt;
![[File:litebeer.png|64px]]&lt;br /&gt;
|Light Beer&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|Dish water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:makgeolliglass.png|64px]]&lt;br /&gt;
|Makgeolli {{anchor|Makgeolli}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Creamy dry alcohol&lt;br /&gt;
|Bottles are labeled “Doctor Kyung&#039;s Makgeolli”&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Mead&lt;br /&gt;
|Booze dispenser&lt;br /&gt;
|25&lt;br /&gt;
|Sweet yet alcoholic&lt;br /&gt;
|1u [[#Sugar|Sugar]], 1u [[#Water|Water]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:messa_mead_glass.png|64px]]&lt;br /&gt;
|Messa&#039;s Mead{{anchor|Messa&#039;s Mead}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Honey&lt;br /&gt;
|Bottles are labeled “Messa&#039;s Mead”&amp;lt;br&amp;gt;1u [[#Earthen=Root Juice|Earthen-Root Juice]], 1u [[#Honey|Honey]] = 2u&lt;br /&gt;
|-&lt;br /&gt;
![[File:moonlabor.png|64px]]&lt;br /&gt;
|Moonlabor Malt&#039;s {{anchor|Moonlabor}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque.png|64px]]&lt;br /&gt;
|Pulque {{anchor|Pulque}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|Bottles are labeled “Don Augusto&#039;s Pulque”&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice_beer.gif|64px]]&lt;br /&gt;
|Rice Beer {{anchor|Rice Beer}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|10u [[#Rice|Rice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:roseglass.png|64px]]&lt;br /&gt;
|Rose Wine {{anchor|Rose Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|8&lt;br /&gt;
|Citrus, cherry, and sweet wine&lt;br /&gt;
|Bottles are labeled “Coral Twilight Rose”&lt;br /&gt;
|-&lt;br /&gt;
![[File:shimauma.png|64px]]&lt;br /&gt;
|Shimauma Ichiban {{anchor|Shimauma}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Mild carbonated malt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:shyrrkirrtyrwine_glass.png|64px]]&lt;br /&gt;
|Shyyr Kirr&#039;tyr Wine {{anchor|Shyyr Kirr&#039;tyr Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Dry alcohol with a hint of meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:valokkiwineglass.png|64px]]&lt;br /&gt;
|Valokki Wine {{anchor|Valokki Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|25&lt;br /&gt;
|Smooth, rich wine&lt;br /&gt;
|Bottles are labeled “Frostdancer Distillery Valokki Wine”&lt;br /&gt;
|-&lt;br /&gt;
![[File:space_beer.png|64px]]&lt;br /&gt;
|Virklunder canned beer {{anchor|Virklunder}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whistlingforest.png|64px]]&lt;br /&gt;
|Whistling Forest Pale Ale {{anchor|Whistling Forest}}&lt;br /&gt;
|Bar Backroom&lt;br /&gt;
|5&lt;br /&gt;
|Hearty barley ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whitewineglass.png|64px]]&lt;br /&gt;
|White Wine {{anchor|White Wine}}&lt;br /&gt;
|Booze Dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Dry sweetness&lt;br /&gt;
|Bottles are labeled &amp;quot;Pineneedle Brand White Wine&amp;quot;&amp;lt;br&amp;gt;5u [[#White Grape Juice|White Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|-&lt;br /&gt;
![[File:wineglass.png|64px]]&lt;br /&gt;
|Wine {{anchor|Wine}}&lt;br /&gt;
|Booze dispenser, Booze-o-Mat&lt;br /&gt;
|15&lt;br /&gt;
|Bitter sweetness&lt;br /&gt;
|Bottles are labeled “Silverport Quality Brand Red Wine”&amp;lt;br&amp;gt;10u [[#Grape Juice|Grape Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|-&lt;br /&gt;
![[File:skrellwineylpha.png|64px]]&lt;br /&gt;
|Ylpha Wine {{anchor|Ylpha Wine}}&lt;br /&gt;
|Booze-o-Mat&lt;br /&gt;
|3&lt;br /&gt;
|Sweet red wine&lt;br /&gt;
|Bottles are labeled &amp;quot;Federation&#039;s Finest Ylpha Wine&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Butanol-Based Drinks===&lt;br /&gt;
Unathi drinks are based on butanol. Butanol will intoxicate Unathi; non-Unathi feel very little effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|%Butanol&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:balefire.png|64px]]&lt;br /&gt;
|Balefire&lt;br /&gt;
|1u [[#Redstaff|Redstaff]], 4u [[#Mint Syrup|Mint Syrup]], 1u [[#Ice|Ice]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Simultaneously far too hot and too cold, with a mild hint of gum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bloodwine.png|64px]]&lt;br /&gt;
|Bloodwine&lt;br /&gt;
|2u [[#Blood|Blood]], 3u [[#Sarezhi Wine|Sarezhi Wine]] = 5u&lt;br /&gt;
|21&lt;br /&gt;
|Strong berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Butanol {{anchor|Butanol}}&lt;br /&gt;
|10u [[#Corn Oil|Corn Oil]], 10u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 5u&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:whiskeycolaglass.png|64px]]&lt;br /&gt;
|Cactus Cola&lt;br /&gt;
|2u [[#Space Cola|Space Cola]], 1u [[#Ice|Ice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Cola&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:contactwine.png|64px]]&lt;br /&gt;
|Contact Wine&lt;br /&gt;
|1u [[#Radium|Radium]], 5u [[#Sarezhi Wine|Sarezhi Wine]], 5u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|50&lt;br /&gt;
|Berries and regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crocodile_glass.png|64px]]&lt;br /&gt;
|Eszkazal&#039;s Bite&lt;br /&gt;
|5u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Toxin|Toxin]] = 6u&lt;br /&gt;
|50&lt;br /&gt;
|Sour body sweat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icepick.png|64px]]&lt;br /&gt;
|Fisher&#039;s Reward&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|10&lt;br /&gt;
|Tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bahamalizard.png|64px]]&lt;br /&gt;
|Forest&#039;s Bounty&lt;br /&gt;
|1u [[#Cream|Cream]], 1u [[#Ice|Ice]], 2u [[#Lemon Juice|Lemon Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Sweet lemons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactusmargarita.png|64px]]&lt;br /&gt;
|Healer&#039;s Pride&lt;br /&gt;
|3u [[#Lime Juice|Lime Juice]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|30&lt;br /&gt;
|Lime juice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghesheat.png|64px]]&lt;br /&gt;
|Janviri Heat&lt;br /&gt;
|3u [[#Capsaicin Oil|Capsaicin Oil]], 10u [[#Xuizi Juice|Xuizi Juice]] = 10u&lt;br /&gt;
|40&lt;br /&gt;
|Burning heat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:liarshandshake.png|64px]]&lt;br /&gt;
|Liar&#039;s Handshake&lt;br /&gt;
|5u [[#Redstaff|Redstaff]], 1u [[#Gunpowder|Gunpowder]] = 5u&lt;br /&gt;
|60&lt;br /&gt;
|A powder keg of bad decisions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cactuscreme.png|64px]]&lt;br /&gt;
|Palace Delight&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 1u [[#Cream|Cream]], 2u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|15&lt;br /&gt;
|Creamy berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:moghespolitan.png|64px]]&lt;br /&gt;
|Queen&#039;s Gift&lt;br /&gt;
|5u [[#Grenadine Syrup|Grenadine Syrup]], 2u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 5u&lt;br /&gt;
|27&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:redstaff.png|64px]]&lt;br /&gt;
|Redstaff {{anchor|Redstaff}}&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|Creamy red ale with a distinct hint of bitterness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarezhiglass.png|64px]]&lt;br /&gt;
|Sarezhi Wine {{anchor|Sarezhi Wine}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Berry juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:sarikshand.png|64px]]&lt;br /&gt;
|Sarik&#039;s Hand&lt;br /&gt;
|1u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Cranberry Juice|Cranberry Juice]], 1u [[#Redstaff|Redstaff]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|A strong initial hit of bitterness followed by a lingering earthy spice.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lizardphlegm.png|64px]]&lt;br /&gt;
|Sen&#039;s Secret&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Cream|Cream]], 1u [[#Xuizi Juice|Xuizi Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 5u&lt;br /&gt;
|20&lt;br /&gt;
|Creamy fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:demonsblood.png|64px]]&lt;br /&gt;
|Smokescale&#039;s Blood&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Stellar Jolt|Stellar Jolt]], 3u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|15&lt;br /&gt;
|Fizzy sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sangria.png|64px]]&lt;br /&gt;
|Taste of Victory&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Orange Juice|Orange Juice]], 3u [[#Sarezhi Wine|Sarezhi Wine]], 1u [[#Xuizi Juice|Xuizi Juice]] = 6u&lt;br /&gt;
|30&lt;br /&gt;
|Tart berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:screwdriverglass.png|64px]]&lt;br /&gt;
|Temple Treasure&lt;br /&gt;
|2u [[#Xuizi Juice|Xuizi Juice]], 2u [[#Orange Juice|Orange Juice]] = 4u&lt;br /&gt;
|15&lt;br /&gt;
|Oranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:three_towns_cider.png|64px]]&lt;br /&gt;
|Three Towns Cider {{anchor|Three Towns Cider}}&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Bittersweet root juice&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:trizkizkitea.png|64px]]&lt;br /&gt;
|Trizkizki Tea&lt;br /&gt;
|1u [[#Green Tea|Green Tea]], 1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Sarezhi Wine|Sarezhi Wine]] = 3u&lt;br /&gt;
|5&lt;br /&gt;
|Light, sweet wine, with a hint of sea breeze&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xuiziglass.png|64px]]&lt;br /&gt;
|Xuizi Juice {{anchor|Xuizi Juice}}&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|Water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; A bit of watermelon and strawberry with a hint of salt&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:pulque_butanol.png|64px]]&lt;br /&gt;
|Xuizi Pulque&lt;br /&gt;
|1u [[#Pulque|Pulque]], 1u [[#Xuizi Juice|Xuizi Juice]] = 2u&lt;br /&gt;
|5&lt;br /&gt;
|Sweet yeast&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toothpaste-Based Drinks===&lt;br /&gt;
Vaurca can get drunk on alcohol, but it will also poison them. Non-toxic strong drinks for Vaurca are based on toothpaste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Strength&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_coffee.png|64px]]&lt;br /&gt;
|Caprician Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caprician_sunrise.png|64px]]&lt;br /&gt;
|Caprician Sunrise&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Spicy orange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cold_gate.png|64px]]&lt;br /&gt;
|Cold Gate&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|25&lt;br /&gt;
|Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:flagsdale_mule.png|64px]]&lt;br /&gt;
|Flagsdale Mule&lt;br /&gt;
|1u [[#Mint Syrup|Mint Syrup]], 1u [[#Mouthwash|Mouthwash]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Refreshing, spicy lime, and bulwark&#039;s kick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kois_odyne.png|64px]]&lt;br /&gt;
|Kois Odyne&lt;br /&gt;
|1u [[#K&#039;ois|K&#039;ois]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|60&lt;br /&gt;
|Chalk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthgarita.png|64px]]&lt;br /&gt;
|Mouthgarita&lt;br /&gt;
|2u [[#Mouthwash|Mouthwash]], 1u [[#Lime Juice|Lime Juice]] = 3u&lt;br /&gt;
|80&lt;br /&gt;
|Sour and minty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mouthwash.png|64px]]&lt;br /&gt;
|Mouthwash {{anchor|Mouthwash}}&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|Mouthwash&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:sedantian_firestorm.gif|64px]]&lt;br /&gt;
|Sedantian Firestorm&lt;br /&gt;
|1u [[#Phoron|Phoron]], 1u [[#Toothpaste|Toothpaste]] = 2u&lt;br /&gt;
|80&lt;br /&gt;
|Melting asphalt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:skyemok_glass.png|64px]]&lt;br /&gt;
|Skye&#039;mok Mead&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Fresh, tangy, and lingering taste&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:teathpaste.png|64px]]&lt;br /&gt;
|Teathpaste&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|20&lt;br /&gt;
|Liquid dental work&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toothpaste.png|64px]]&lt;br /&gt;
|Toothpaste {{anchor|Toothpaste}}&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|Toothpaste&lt;br /&gt;
|Source: Bar back room&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterfresh.png|64px]]&lt;br /&gt;
|Waterfresh&lt;br /&gt;
|1u [[#Soda Water|Soda Water]], 1u [[#Tonic Water|Tonic Water]], 1u [[#Toothpaste|Toothpaste]] = 3u&lt;br /&gt;
|40&lt;br /&gt;
|Bubble bath&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ichor.png|64px]]&lt;br /&gt;
|Xsain Ichor&lt;br /&gt;
|1u [[#Filtered K&#039;ois|Filtered K&#039;ois]], 1u [[#Toothpaste|Toothpaste]], 1u [[#Xuizi Juice|Xuizi Juice]] = 3u&lt;br /&gt;
|15&lt;br /&gt;
|Minty cactus water&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Non-Alcoholic Drinks===&lt;br /&gt;
These drinks don&#039;t contain alcohol, butanol, or toothpaste. Most increase hydration.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;non-alcoholic&amp;quot; doesn&#039;t always mean the drink has no effect!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ciderhot.png|64px]]&lt;br /&gt;
|Apple Cider {{anchor|Apple Cider}}&lt;br /&gt;
|&lt;br /&gt;
|Fresh apples mixed with cinnamon&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:meadglass.png|64px]]&lt;br /&gt;
|Apple Cider Juice {{anchor|Apple Cider Juice}}&lt;br /&gt;
|2u [[#Apple Juice|Apple Juice]], 1u [[#Space Spice|Space Spice]], 1u [[#Sugar|Sugar]] = 4u&lt;br /&gt;
|Sad apple juice with cinnamon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_apple.png|64px]]&lt;br /&gt;
|Apple Juice {{anchor|Apple Juice}}&lt;br /&gt;
|Process Apple&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Apple Juice, 3u Water = 3u&lt;br /&gt;
|Sweet apples&lt;br /&gt;
|Source: Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:banana.png|64px]]&lt;br /&gt;
|Banana Juice {{anchor|Banana Juice}}&lt;br /&gt;
|Process Banana&lt;br /&gt;
|Banana&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Berry Juice {{anchor|Berry Juice}}&lt;br /&gt;
|Process Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BerryMilkshake.png|64px]]&lt;br /&gt;
|Berry Milkshake {{anchor|Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Berry Syrup|Berry Syrup]]&lt;br /&gt;
|Smooth berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Black Raspberry Juice {{anchor|Black Raspberry Juice}}&lt;br /&gt;
|Process Blackberry&lt;br /&gt;
|Black raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blue Raspberry Juice {{anchor|Blue Raspberry Juice}}&lt;br /&gt;
|Process Blue Raspberries&lt;br /&gt;
|Blue Raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueRaspberryMilkshake.png|64px]]&lt;br /&gt;
|Blue Raspberry Milkshake {{anchor|Blue Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blue Raspberry Syrup|Blue Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Blueberry Juice {{anchor|Blueberry Juice}}&lt;br /&gt;
|Process Blueberry&lt;br /&gt;
|Blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueberryMilkshake.png|64px]]&lt;br /&gt;
|Blueberry Milkshake {{anchor|Blueberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Blueberry Syrup|Blueberry Syrup]]&lt;br /&gt;
|Creamy blueberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buzzinsoda.png|64px]]&lt;br /&gt;
|Buzzin&#039; Cola {{anchor|Buzzin&#039; Cola}}&lt;br /&gt;
|&lt;br /&gt;
|A fizzing swarm of cola&lt;br /&gt;
|Source: Zo&#039;ra Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaramelMilkshake.png|64px]]&lt;br /&gt;
|Caramel Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Caramel Syrup|Caramel Syrup]]= 6u&lt;br /&gt;
|Smooth caramel&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotjuice.png|64px]]&lt;br /&gt;
|Carrot juice {{anchor|Carrot Juice}}&lt;br /&gt;
|Process Carrot&lt;br /&gt;
|Carrots&lt;br /&gt;
|Works like Oculine for Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_chocolate.png|64px]]&lt;br /&gt;
|Chocolate milk {{anchor|Chocolate Milk}}&lt;br /&gt;
|&lt;br /&gt;
|Chocolate milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocolateMilkshake.png|64px]]&lt;br /&gt;
|Chocolate Milkshake {{anchor|Chocolate Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Chocolate Syrup|Chocolate Syrup]]&lt;br /&gt;
|Chocolatey vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Soda.png|64px]]&lt;br /&gt;
|Chocolate Soda&lt;br /&gt;
|1u Cocoa, 1u [[#Space Cola|Space Cola]], 3u Soda Water = 5u&lt;br /&gt;
|Tastes like fizzy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChocMintMilkshake.png|64px]]&lt;br /&gt;
|Choco-Mint Milkshake {{anchor|Choco-Mint Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Mint Syrup|Mint Syrup]]&lt;br /&gt;
|Chocolatey mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cigarettelizard.png|64px]]&lt;br /&gt;
|Cigarette Lizard&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Lime Juice|Lime Juice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]] = 6u&lt;br /&gt;
|Minty sass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Coca Cola&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Space Cola|Space Cola]] = 5u&lt;br /&gt;
|A very strong cola&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Comet Cola (Space Cola) {{anchor|Space Cola}}&lt;br /&gt;
|&lt;br /&gt;
|Cola&lt;br /&gt;
|Cans are labeled “Space Cola”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Cranberry Juice {{anchor|Cranberry Juice}}&lt;br /&gt;
|&lt;br /&gt;
|Tart cranberries&lt;br /&gt;
|Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Cream {{anchor|Cream}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurdyn.png|64px]]&lt;br /&gt;
|C&#039;thur Dyn-a-Mite{{anchor|C&#039;thur Dyn-a-Mite}}&lt;br /&gt;
|&lt;br /&gt;
|An explosion of menthol&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:cthurberry.png|64px]]&lt;br /&gt;
|C&#039;thur Rockin&#039; Raspberry{{anchor|C&#039;thur Rockin&#039; Raspberry}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowery raspberry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Death Berry Juice {{anchor|Death Berry Juice}}&lt;br /&gt;
|Process Death Berries&lt;br /&gt;
|Death and decay&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacecola.png|64px]]&lt;br /&gt;
|Diet Cola&lt;br /&gt;
|&lt;br /&gt;
|Cola and less calories&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Dirt Berry Juice {{anchor|Dirt Berry Juice}}&lt;br /&gt;
|Process Dirt Berries&lt;br /&gt;
|Dirt berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:DirtberryMilkshake.png|64px]]&lt;br /&gt;
|Dirtberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Dirtberry Syrup|Dirtberry Syrup]]= 6u&lt;br /&gt;
|Smooth dirtberries&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Dr. Gibb {{anchor|Dr. Gibb}}&lt;br /&gt;
|&lt;br /&gt;
|Cherry soda&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynjuice.png|64px]]&lt;br /&gt;
|Dyn Juice {{anchor|Dyn Juice}}&lt;br /&gt;
|Process Dyn&lt;br /&gt;
|Astringent menthol&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:bluelagoon.png|64px]]&lt;br /&gt;
|Earthen-Root Juice {{anchor|Earthen-Root Juice}}&lt;br /&gt;
|Process Earthen-Root&lt;br /&gt;
|Sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir.png|64px]]&lt;br /&gt;
|Fatshouters Milk {{anchor|Fatshouters Milk}}&lt;br /&gt;
|Milk a Fatshouter&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Nauseating to non-Tajara; heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:milk_can.png|64px]]&lt;br /&gt;
|Fermented Fatshouters Milk {{anchor|Fermented Fatshouters Milk}}&lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 1u&lt;br /&gt;
|Sour milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_kois.png|64px]]&lt;br /&gt;
|Filtered K&#039;ois {{anchor|Filtered K&#039;ois}}&lt;br /&gt;
|&lt;br /&gt;
|Cabbage soup&lt;br /&gt;
|Toxic to non-Vaurca.&amp;lt;br&amp;gt;Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:root_beer_glass.png|64px]]&lt;br /&gt;
|Getmore Root Beer&lt;br /&gt;
|&lt;br /&gt;
|Sassafras and anise soda&lt;br /&gt;
|Source: Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dr_gibb_glass.png|64px]]&lt;br /&gt;
|Getmore Root-Cola&lt;br /&gt;
|1u Dr. Gibb, 1u Water = 2u&lt;br /&gt;
|Watered down liquid sunshine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Glow Berry Juice {{anchor|Glow Berry Juice}}&lt;br /&gt;
|Process Glow Berries&lt;br /&gt;
|Glow berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grapejuice.png|64px]]&lt;br /&gt;
|Grape Juice {{anchor|Grape Juice}}&lt;br /&gt;
|Process Grape&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Grape Juice, 3u Water = 3u&lt;br /&gt;
|Grapes&lt;br /&gt;
|Cans are labeled “Grapel Juice”&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:gsodaglass.png|64px]]&lt;br /&gt;
|Grape Soda&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Grape Juice|Grape Juice]] = 3u&lt;br /&gt;
|Grape soda&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadineglass.png|64px]]&lt;br /&gt;
|Grenadine Syrup {{anchor|Grenadine Syrup}}&lt;br /&gt;
|10u [[#Berry Juice|Berry Juice]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 10u&lt;br /&gt;
|100% pure pomegranate&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:beetlemilk.png|64px]]&lt;br /&gt;
|Hakhma Milk {{anchor|Hakhma Milk}}&lt;br /&gt;
|Milk a Hakhma&lt;br /&gt;
|Alien milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolateglass.png|64px]]&lt;br /&gt;
|Hot Chocolate&lt;br /&gt;
|&lt;br /&gt;
|Creamy chocolate&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:hrozamal_soda_glass.png|64px]]&lt;br /&gt;
|Hro&#039;zamal Soda&lt;br /&gt;
|&lt;br /&gt;
|Carbonated fruit sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option, Robust Softdrinks&amp;lt;br&amp;gt;Contains Caffeine strength 0.2&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra&lt;br /&gt;
|&lt;br /&gt;
|Savoury fruit mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Apples&lt;br /&gt;
|&lt;br /&gt;
|Sweet apple mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Cherries&lt;br /&gt;
|&lt;br /&gt;
|Sweet cherry mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:jyalra.png|64px]]&lt;br /&gt;
|Jyalra With Nycii&lt;br /&gt;
|&lt;br /&gt;
|Alien cheese mush&lt;br /&gt;
|Getmore Chocolate vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiraspecial.png|64px]]&lt;br /&gt;
|Kira Special{{anchor|Kira Special}}&lt;br /&gt;
|1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Soda Water|Soda Water]] = 3u&lt;br /&gt;
|Fruity sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxancrush.png|64px]]&lt;br /&gt;
|K&#039;lax Energy Crush {{anchor|K&#039;laxan Energy Crush}}&lt;br /&gt;
|&lt;br /&gt;
|Fizzy and creamy orange zest&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:klaxxuizi.png|64px]]&lt;br /&gt;
|K&#039;lax Xuizi Xplosion {{anchor|K&#039;lax Xuizi Xplosion}}&lt;br /&gt;
|&lt;br /&gt;
|Sparkling cactus water&amp;lt;br&amp;gt;&#039;&#039;&#039;UNATHI:&#039;&#039;&#039; An electric kick of strawberry and watermelon&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Koko Reed Juice&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Process Koko Bar&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|K&#039;ois {{anchor|K&#039;ois}}&lt;br /&gt;
|Process K’ois&lt;br /&gt;
|Boiled cabbage&lt;br /&gt;
|Highly toxic and causes K’ois Mycosis in non-Vaurca.&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Lemon Juice {{anchor|Lemon Juice}}&lt;br /&gt;
|Process Lemon&lt;br /&gt;
|Sourness&lt;br /&gt;
|Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlime.png|64px]]&lt;br /&gt;
|Lemon Lime {{anchor|Lemon Lime}}&lt;br /&gt;
|&lt;br /&gt;
|Tangy lime and lemon soda&lt;br /&gt;
|Source: Booze dispenser, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonlimebitters_glass.png|64px]]&lt;br /&gt;
|Lemon Lime &amp;amp; Bitters&lt;br /&gt;
|1u [[#Bitters|Bitters]], 1u [[#Lemonade|Lemonade]], 1u [[#Lime Juice|Lime Juice]]&lt;br /&gt;
|Punchy lemonade with a splash of medicine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonadeglass.png|64px]]&lt;br /&gt;
|Lemonade {{anchor|Lemonade}}&lt;br /&gt;
|1u [[#Lemon Juice|Lemon Juice]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_green.png|64px]]&lt;br /&gt;
|Lime Juice {{anchor|Lime Juice}}&lt;br /&gt;
|Process Lime&lt;br /&gt;
|Tart citrus&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatshake.png|64px]]&lt;br /&gt;
|Meatshake&lt;br /&gt;
|1u [[#Animal Protein|Animal Protein]], 1u [[#Cream|Cream]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|Liquified meat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:meloncooler.png|64px]]&lt;br /&gt;
|Melon Cooler&lt;br /&gt;
|1u [[#Ice|Ice]], 1u [[#Mint Syrup|Mint Syrup]], 2u [[#Soda Water|Soda Water]], 2u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Minty melon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:melon_soda.png|64px]]&lt;br /&gt;
|Melon Soda&lt;br /&gt;
|&lt;br /&gt;
|Fizzy melon&lt;br /&gt;
|Soda vending machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:midynhrwater_glass.png|64px]]&lt;br /&gt;
|Midynhr Water&lt;br /&gt;
|&lt;br /&gt;
|Creamy sweetness&lt;br /&gt;
|Source: Booze-o-Mat, Lunchbox option&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Milk {{anchor|Milk}}&lt;br /&gt;
|Milk a Cow&lt;br /&gt;
|Milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:milkshake.png|64px]]&lt;br /&gt;
|Milkshake&lt;br /&gt;
|1u [[#Cream|Cream]], 2u [[#Ice|Ice]], 2u [[#Milk|Milk]]= 5u&lt;br /&gt;
|Creamy vanilla&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:millionairesour.png|64px]]&lt;br /&gt;
|Millionaire Sour&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Lime Juice|Lime Juice]], 3u [[#Stellar Jolt|Stellar Jolt]] = 5u&lt;br /&gt;
|Tart fruit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mutthir_glass.png|64px]]&lt;br /&gt;
|Mutthir &lt;br /&gt;
|1u [[#Fatshouters Milk|Fatshouters Milk]], 1u [[#Sugar|Sugar]], 5 [[#Universal Enzyme|Universal Enzyme]] (Catalyst) = 2u&lt;br /&gt;
|Sweet fatty yogurt&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nemiik.png|64px]]&lt;br /&gt;
|Ne&#039;miik&lt;br /&gt;
|&lt;br /&gt;
|Tangy sweet ooze&lt;br /&gt;
|Source: Booze-o-Mat&amp;lt;br&amp;gt;Can cause discomfort in Humans and Tajara&lt;br /&gt;
|-&lt;br /&gt;
![[File:nothing.png|64px]]&lt;br /&gt;
|Nothing {{anchor|Nothing}}&lt;br /&gt;
|&lt;br /&gt;
|Nothing&lt;br /&gt;
|Source: Booze-o-Mat (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaHotChocolate.png|64px]]&lt;br /&gt;
|NTella Hot Chocolate&lt;br /&gt;
|1u [[#Milk|Milk]], 1u Choco-Nut Spread, 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Hazelnutty, creamy chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:NTellaMilkshake.png|64px]]&lt;br /&gt;
|NTella Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u Choco-Nut Spread= 6u&lt;br /&gt;
|Overwhelmingly sweet chocolate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:nuka_colaglass.png|64px]]&lt;br /&gt;
|Nuka Cola&lt;br /&gt;
|5u [[#Space Cola|Space Cola]], 1u [[#Uranium|Uranium]]= 5u&lt;br /&gt;
|Cola&lt;br /&gt;
|For non-Diona: Makes you high; increases speed, causes dizziness and jitteriness.&amp;lt;br&amp;gt;Contains Caffeine strength 1&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Orange Juice {{anchor|Orange Juice}}&lt;br /&gt;
|Process Orange&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Orange Juice, 3u Water = 3u&lt;br /&gt;
|Oranges&lt;br /&gt;
|Improves oxygenation for Diona.&amp;lt;br&amp;gt;Source: Booze dispenser, Booze-o-Mat, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownstar.png|64px]]&lt;br /&gt;
|Orange Starshine{{anchor|Orange Starshine}}&lt;br /&gt;
|1u [[#Space Cola|Space Cola]], 2u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|Orange and cola soda&lt;br /&gt;
|Cans are labeled “Star-Kist”&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_orange.png|64px]]&lt;br /&gt;
|Pear Juice {{anchor|Pear Juice}}&lt;br /&gt;
|Found in Apples &#039;n&#039; Pears Protein Bars&lt;br /&gt;
|Sweet pears&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoron_punch.png|64px]]&lt;br /&gt;
|Phoron Punch!&lt;br /&gt;
|Contains 10u Filtered K’ois and 5u Phoron&lt;br /&gt;
|&lt;br /&gt;
|Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:lemonjuice.png|64px]]&lt;br /&gt;
|Pineapple Juice {{anchor|Pineapple Juice}}&lt;br /&gt;
|Process Pineapple&lt;br /&gt;
|Pineapple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pinklemonade.png|64px]]&lt;br /&gt;
|Pink Lemonade&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 8u [[#Lemonade|Lemonade]] = 10u&lt;br /&gt;
|Girly tartness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:algae_surprise.png|64px]]&lt;br /&gt;
|Pl&#039;iuop Algae Surprise&lt;br /&gt;
|1u [[#Banana Juice|Banana Juice]], 2u [[#Virus Food|Virus Food]] = 3u&lt;br /&gt;
|Swamp fungus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:poisonberryjuice.png|64px]]&lt;br /&gt;
|Poison Berry Juice {{anchor|Poison Berry Juice}}&lt;br /&gt;
|Process Poison Berries&lt;br /&gt;
|Berries&lt;br /&gt;
|Toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Raspberry Juice {{anchor|Raspberry Juice}}&lt;br /&gt;
|Process Raspberries&lt;br /&gt;
|Raspberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Raspberry Milkshake {{anchor|Raspberry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Raspberry Syrup|Raspberry Syrup]]&lt;br /&gt;
|Creamy raspberry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:gibbfloats.png|64px]]&lt;br /&gt;
|Root-Cola Floats&lt;br /&gt;
|1u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Cream|Cream]] = 3u&lt;br /&gt;
|Cherry soda and icecream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:royaljelly.png|64px]]&lt;br /&gt;
|Royal Vaurca Jelly&lt;br /&gt;
|&lt;br /&gt;
|Sweet flowers and nectar mixed with aromatic spices&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic. Gets non-Vaurca high&amp;lt;br&amp;gt;Contains Caffeine strength 0.3&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Premium)&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Sarezhi Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Tart, bitter berry juice&lt;br /&gt;
|Grind Sarezhi Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Schlorrgo Milk&lt;br /&gt;
|Milk a Schlorrgo&lt;br /&gt;
|Fatty milk&lt;br /&gt;
|Causes stomach pain to Tajara; heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:shirleytemple.png|64px]]&lt;br /&gt;
|Shirley Temple&lt;br /&gt;
|2u [[#Grenadine Syrup|Grenadine Syrup]], 4u Vacuum Fizz = 6u&lt;br /&gt;
|Innocence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Soda Water {{anchor|Soda Water}}&lt;br /&gt;
|&lt;br /&gt;
|Carbonated water&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Soy Milk {{anchor|Soy Milk}}&lt;br /&gt;
|Process Soybean&lt;br /&gt;
|Soy milk&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Coffee Master 3000, Hot Drinks machine (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|Heat Milk to 66 C&lt;br /&gt;
|Hot creamy milk&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
|Stellar Jolt {{anchor|Stellar Jolt}}&lt;br /&gt;
|&lt;br /&gt;
|Sweet citrus soda&lt;br /&gt;
|Cans are labeled “Space Mountain Wind”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&amp;lt;br&amp;gt;Reduces drowsiness and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|S&#039;th Berry Juice&lt;br /&gt;
|&lt;br /&gt;
|Sweet berry juice&lt;br /&gt;
|Grind S&#039;th Berry&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Strawberry Juice {{anchor|Strawberry Juice}}&lt;br /&gt;
|Process Strawberries&lt;br /&gt;
|Strawberries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_strawberry.png|64px]]&lt;br /&gt;
|Strawberry Milk&lt;br /&gt;
|1u Milk, 1u Strawberry Juice = 2u&lt;br /&gt;
|&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&amp;lt;br&amp;gt;Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:StrawberryMilkshake.png|64px]]&lt;br /&gt;
|Strawberry Milkshake&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Strawberry Syrup|Strawberry Syrup]]= 6u&lt;br /&gt;
|Sugary strawberry&lt;br /&gt;
|Heals slight organ damage; neutralizes Capsaicin Oil&lt;br /&gt;
|-&lt;br /&gt;
![[File:doctorsdelightglass.png|64px]]&lt;br /&gt;
|The Doctor&#039;s Delight&lt;br /&gt;
|2u [[#Cream|Cream]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tomato Juice|Tomato Juice]], 1u [[Chemistry#Tricordrazine|Tricordrazine]] = 6u&lt;br /&gt;
|Homely fruit&lt;br /&gt;
|For non-Diona: Improves blood oxygenation, heals mild organ damage, reduces dizziness and confusion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Tomato Juice {{anchor|Tomato Juice}}&lt;br /&gt;
|Process Tomato&lt;br /&gt;
|Tomatoes&lt;br /&gt;
|Heals slight organ damage.&amp;lt;br&amp;gt;Source: Booze-o-Mat&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|Tonic Water {{anchor|Tonic Water}}&lt;br /&gt;
|&lt;br /&gt;
|Tart and fresh&lt;br /&gt;
|Source: Booze dispenser, Booze-o-Mat, Lunchbox option, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&lt;br /&gt;
|-&lt;br /&gt;
![[File:upsidedowncup.png|64px]]&lt;br /&gt;
|Upside-Down Cup&lt;br /&gt;
|3u [[#Dr. Gibb|Dr. Gibb]], 1u [[#Ice|Ice]], 1u [[#Lemon Juice|Lemon Juice]] = 5u&lt;br /&gt;
|Esoteric humor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:space-up_glass.png|64px]]&lt;br /&gt;
|Vacuum Fizz {{anchor|Space Up}}&lt;br /&gt;
|&lt;br /&gt;
|Hull breach&lt;br /&gt;
|Cans are labeled “Space-Up”&amp;lt;br&amp;gt;Source: Booze-o-Mat, lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:dronefuel.png|64px]]&lt;br /&gt;
|Vaurca Drone Fuel&lt;br /&gt;
|&lt;br /&gt;
|Viscous stale cola mixed with gasoline&lt;br /&gt;
|Toxic to non-Vaurca; boosts speed and restores blood volume for Vaurca.&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:waterbottle.png|64px]]&lt;br /&gt;
|Water {{anchor|Water}}&lt;br /&gt;
|1u [[#Ice|Ice]], heated to above 0C = 1u&lt;br /&gt;
|Water&lt;br /&gt;
|Source: Coffee Master 3000, Lunchbox option, Robust Softdrinks, sink, Soft Drinks dispenser, water tank&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Watermelon Juice {{anchor|Watermelon Juice}}&lt;br /&gt;
|Process Watermelon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-OR-&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1u Instant Watermelon Juice, 3u Water = 3u&lt;br /&gt;
|Watermelon&lt;br /&gt;
|Source: Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_clear.png|64px]]&lt;br /&gt;
|White Grape Juice {{anchor|White Grape Juice}}&lt;br /&gt;
|Process White Grapes&lt;br /&gt;
|Tarty grapes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Xanu Rush!&lt;br /&gt;
|&lt;br /&gt;
|Dull peaches&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:xrim.png|64px]]&lt;br /&gt;
|Xrim Garden&lt;br /&gt;
|1u [[#C&#039;thur Rockin&#039; Raspberry|C&#039;thur Rockin&#039; Raspberry]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 2u [[#Virus Food|Virus Food]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet, fruity slime&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryjuice.png|64px]]&lt;br /&gt;
|Ylpha Berry Juice {{anchor|Yplha Berry Juice}}&lt;br /&gt;
|Process Ylpha Berries&lt;br /&gt;
|Ylpha berries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:RaspberryMilkshake.png|64px]]&lt;br /&gt;
|Ylpha Berry Milkshake {{anchor|Ylpha Berry Milkshake}}&lt;br /&gt;
|5u [[#Milkshake|Milkshake]], 1u [[#Ylpha Berry Syrup|Ylpha Berry Syrup]]&lt;br /&gt;
|Tangy sweetness&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:capriciancraze.png|64px]]&lt;br /&gt;
|Zo&#039;ra Caprician Craze&lt;br /&gt;
|&lt;br /&gt;
|Energizing berries&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:zoracherry.png|64px]]&lt;br /&gt;
|Zo&#039;ra Cherry&lt;br /&gt;
|&lt;br /&gt;
|Bitter cherry&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:hozm.png|64px]]&lt;br /&gt;
|Zo&#039;ra High Octane Zorane Might&lt;br /&gt;
|&lt;br /&gt;
|Biting into an acidic lemon mixed with strong mint&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.6&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor (Hacked)&lt;br /&gt;
|-&lt;br /&gt;
![[File:koistwist.png|64px]]&lt;br /&gt;
|Zo&#039;ra K&#039;ois Twist&lt;br /&gt;
|&lt;br /&gt;
|Sugary cabbage&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:phoronpassion.png|64px]]&lt;br /&gt;
|Zo&#039;ra Phoron Passion&lt;br /&gt;
|&lt;br /&gt;
|Fruity grape&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:seismicslammer.png|64px]]&lt;br /&gt;
|Zo&#039;ra Seismic Slammer&lt;br /&gt;
|&lt;br /&gt;
|Electric zestiness&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|-&lt;br /&gt;
![[File:sourvenomgrass.png|64px]]&lt;br /&gt;
|Zo&#039;ra Sour Venom Grass&lt;br /&gt;
|&lt;br /&gt;
|Fizzy acidic nettles&lt;br /&gt;
|Makes non-Diona/Vaurca feel jittery and energetic.&amp;lt;br&amp;gt;Contains Caffeine strength 0.4&amp;lt;br&amp;gt;Reduces dizziness, drowsiness, and sleepiness&amp;lt;br&amp;gt;Source: Zo&#039;ra Soda Vendor&lt;br /&gt;
|}&lt;br /&gt;
====Tea====&lt;br /&gt;
Tea is harmless to most species, but poisonous to Diona.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_boba.png|64px]]&lt;br /&gt;
|Banana Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Banana Juice|Banana Juice]] 1u [ [[#Milk|Milk]] = 6u&lt;br /&gt;
|Banana tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_tea.png|64px]]&lt;br /&gt;
|Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] &amp;lt;br&amp;gt; 1u [[#Ice|Ice]] = 6u&lt;br /&gt;
|Tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Bureacratea&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Properly completed paperwork, filed well before the deadline, with all the necessary signatures&lt;br /&gt;
|Contains Caffeine strength 0.3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chailatte.png|64px]]&lt;br /&gt;
|Chai Latte {{anchor|Chai Latte}}&lt;br /&gt;
|1u [[#Chai Tea|Chai Tea]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk foam&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chaitea.png|64px]]&lt;br /&gt;
|Chai Tea {{anchor|Chai Tea}}&lt;br /&gt;
|&lt;br /&gt;
|Creamy cinnamon and spice&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chaitea.png|64px]]&lt;br /&gt;
|Chocolate Chai{{anchor|Chocolate Chai}}&lt;br /&gt;
|2u [[#Chai Tea|Chai Tea]], 1u [[#Coco Powder|Coco Powder]] = 3u&lt;br /&gt;
|Creamy spiced cocoa&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coco_chailatte.png|64px]]&lt;br /&gt;
|Chocolate Chai Latte&lt;br /&gt;
|1u [[#Chocolate Chai|Chocolate Chai]], 1u [ [[#Milk|Milk]] OR [[#Soy Milk|Soy Milk]] ] = 2u&lt;br /&gt;
|Spiced milk chocolate&lt;br /&gt;
|Neutralizes Capsaicin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cofftea.png|64px]]&lt;br /&gt;
|Cofftea&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Tea|Tea]] = 2u&lt;br /&gt;
|Lightly tart coffee&lt;br /&gt;
|Contains Caffeine strength 0.1.&lt;br /&gt;
|-&lt;br /&gt;
![[File:deserttea.png|64px]]&lt;br /&gt;
|Desert Blossom Tea&lt;br /&gt;
|2u [[#Green Tea|Green Tea]], 1u [[#Sugar|Sugar]], 1u [[#Xuizi Juice|Xuizi Juice]] = 4u&lt;br /&gt;
|Sweet cactus water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dyn_Boba_Tea.png|64px]]&lt;br /&gt;
|Dyn Boba Tea&lt;br /&gt;
|5u [[#Dyn Ice Tea|Dyn Ice Tea]], 1u [[#Boba|Boba]] = 6u&lt;br /&gt;
|Tastes like mint and tapioca&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:dyncold.png|64px]]&lt;br /&gt;
|Dyn Ice Tea {{anchor|Dyn Ice Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 2u [[#Ice|Ice]], 2u [[#Soda Water|Soda Water]] = 5u&lt;br /&gt;
|Fizzy mint tea&lt;br /&gt;
|Cans are labeled “Cooling Breeze”&amp;lt;br&amp;gt;Source: Robust Softdrinks&lt;br /&gt;
|-&lt;br /&gt;
![[File:dynhot.png|64px]]&lt;br /&gt;
|Dyn Tea {{anchor|Dyn Tea}}&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 4u [[#Water|Water]]= 5u&lt;br /&gt;
|Peppermint water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Green Tea {{anchor|Green Tea}}&lt;br /&gt;
|2u Mint, 5u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Light, refreshing tea&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine&lt;br /&gt;
|-&lt;br /&gt;
![[File:halfandhalf.png|64px]]&lt;br /&gt;
|Half and Half&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Lemonade|Lemonade]] = 2u&lt;br /&gt;
|Refreshing tea mixed with crisp lemonade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:heretictea.png|64px]]&lt;br /&gt;
|Heretics&#039; Tea&lt;br /&gt;
|1u [[#Blood|Blood]], 1u [[#Dr. Gibb|Dr. Gibb]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Stellar Jolt|Stellar Jolt]] = 6u&lt;br /&gt;
|Fizzy, heretically sweet iron&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Iced Tea {{anchor|Iced Tea}}&lt;br /&gt;
|1u [[#Ice|Ice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Sweet tea&lt;br /&gt;
|Source: Lunchbox option, Robust Softdrinks, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Jaekseol&lt;br /&gt;
|1u [[#Jaekseol Leaves|Jaekseol Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Harsh burnt toast&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:kiratea.png|64px]]&lt;br /&gt;
|Kira tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Kira Special|Kira Special]] = 2u&lt;br /&gt;
|Fizzy citrus tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_boba.png|64px]]&lt;br /&gt;
|Lemon Lime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Lemon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bureacratea.png|64px]]&lt;br /&gt;
|Librarian Special&lt;br /&gt;
|1u [[#Nothing|Nothing]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Peace and quiet&lt;br /&gt;
|Causes muteness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lovebug_boba.png|64px]]&lt;br /&gt;
|Lovebug Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Cherry Jelly|Cherry Jelly]], 1u [[#Strawberry Juice|Strawberry Juice]] = 6u&lt;br /&gt;
|Cherry and strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Martian Tea&lt;br /&gt;
|1u [[#Black Pepper|Black Pepper]], 4u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 5u&lt;br /&gt;
|Bitter tea, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Mate de Coca&lt;br /&gt;
|1u [[#Coca Grounds|Coca Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|Mildly bitter, but sweet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mendelltea.png|64px]]&lt;br /&gt;
|Mendell Afternoon Tea&lt;br /&gt;
|4u [[#Green Tea|Green Tea]], 1u [[#Lemon Juice|Lemon Juice]], 1u [[#Mint Syrup|Mint Syrup]] = 6u&lt;br /&gt;
|Minty tea with a hint of lemon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:berrytea.png|64px]]&lt;br /&gt;
|Mixed Berry Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 2u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]]] = 3u&lt;br /&gt;
|Tart, fruity tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pomegranatetea.png|64px]]&lt;br /&gt;
|Pomegranate Iced Tea&lt;br /&gt;
|1u [[#Grenadine Syrup|Grenadine Syrup]], 1u [[#Iced Tea|Iced Tea]] = 2u&lt;br /&gt;
|Sweet pomegranate&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:portsvilleminttea.png|64px]]&lt;br /&gt;
|Portsville Mint Tea&lt;br /&gt;
|1u [[#Berry Juice|Berry Juice]], 3u [[#Iced Tea|Iced Tea]], 1u [[#Mint Syrup|Mint Syrup]], 1u [[#Sugar|Sugar]] = 6u&lt;br /&gt;
|Cool minty tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Potatea&lt;br /&gt;
|1u [[#Potato Juice|Potato Juice]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Starchy regret&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:securitea.png|64px]]&lt;br /&gt;
|Securitea{{anchor|Securitea}}&lt;br /&gt;
|1u [[#Crayon Dust|Crayon Dust]], 2u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Freshly polished boots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Sencha&lt;br /&gt;
|1u [[#Sencha Leaves|Sencha Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Seaweed and bitter grass&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:sleepytea.png|64px]]&lt;br /&gt;
|Sleepytime Tea&lt;br /&gt;
|1u [[#Soporific|Soporific]], 5u [ [[#Tea|Tea]] OR [[#Green Tea|Green Tea]] ] = 6u&lt;br /&gt;
|Liquid relaxation&lt;br /&gt;
|Causes drowsiness and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hakhmatea.png|64px]]&lt;br /&gt;
|Spiced Hakhma Tea&lt;br /&gt;
|2u [[#Hakhma Milk|Hakhma Milk]], 1u [[#Space Spice|Space Spice]], 2u [[#Tea|Tea]] = 5u&lt;br /&gt;
|Creamy, cinnamon-spiced alien milk&lt;br /&gt;
|Heals slight organ damage and neutralizes Capsaicin Oil for non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_boba.png|64px]]&lt;br /&gt;
|Strawberry Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 2u [[#Strawberry Milk|Strawberry Milk]] = 6u&lt;br /&gt;
|Strawberry tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Summertime_boba.png|64px]]&lt;br /&gt;
|Summertime Boba Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Boba|Boba]], 1u [[#Watermelon Juice|Watermelon Juice]], 1u [[#Lime Juice|Lime Juice]] = 6u&lt;br /&gt;
|Watermelon lime tapioca tea&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:icedteaglass.png|64px]]&lt;br /&gt;
|Sweet Tea&lt;br /&gt;
|1u [[#Iced Tea|Iced Tea]], 1u [[#Sugar|Sugar]] = 2u&lt;br /&gt;
|Sweet sugary comfort&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tea {{anchor|Tea}}&lt;br /&gt;
|1u [[#Tea Grounds|Tea Grounds]], 5u [[#Water|Water]] = 5u&lt;br /&gt;
|Tart black tea&lt;br /&gt;
|Source: Booze-o-Mat (Hacked), Coffee Master 3000, Hot Drinks machine, Soft drink dispenser&amp;lt;br&amp;gt;Reduces dizziness, sleepiness, and drowsiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:thewake.png|64px]]&lt;br /&gt;
|The Wake&lt;br /&gt;
|1u [[#Dyn Juice|Dyn Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Tea|Tea]] = 3u&lt;br /&gt;
|Orange juice mixed with minty toothpaste&lt;br /&gt;
|Reduces dizziness, drowsiness, and sleepiness.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tieguanyin&lt;br /&gt;
|1u [[#Tieguanyin Leaves|Tieguanyin Leaves]], 9u [[#Water|Water]] = 10u&lt;br /&gt;
|Floral peppercorns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigteacup.png|64px]]&lt;br /&gt;
|Tomatea&lt;br /&gt;
|2u [[#Tea|Tea]], 1u [[#Tomato Juice|Tomato Juice]] = 3u&lt;br /&gt;
|Sad tomato soup&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:junglejuice.png|64px]]&lt;br /&gt;
|Tropical Iced Tea&lt;br /&gt;
|3u [[#Iced Tea|Iced Tea]], 1u [[#Lime Juice|Lime Juice]], 1u [[#Orange Juice|Orange Juice]], 1u [[#Watermelon Juice|Watermelon Juice]] = 6u&lt;br /&gt;
|Sweet beachside fruit&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Coffee====&lt;br /&gt;
For non-Diona, coffee increases running speed slightly and reduces drowsiness, dizziness, sleepiness, and intoxication. Diona feel no effect.&lt;br /&gt;
&lt;br /&gt;
If you drink an extreme amount of coffee, it will make you jittery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Caffeine&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Taste&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Caffe Americano&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Water|Water]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Delicious coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Latte{{anchor|Latte}}&lt;br /&gt;
|1u [[#Flat White|Flat White]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter foamy cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Caffe Misto&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Cappuccino {{anchor|Cappuccino}}&lt;br /&gt;
|1u [[#Macchiato|Macchiato]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Caramel Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Caramel Syrup|Caramel Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter caramel cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Coffee {{anchor|Coffee}}&lt;br /&gt;
|1u [[#Coffee Grounds|Coffee Grounds]], 5u [[#Water|Water]]= 10u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|Source: Coffee Master 3000, Hot Drinks machine, Soft drink dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Espresso {{anchor|Espresso}}&lt;br /&gt;
|1u [[#Rich Coffee Grounds|Rich Coffee Grounds]], 5u [[#Water|Water]]= 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee&lt;br /&gt;
|Source: Coffee Master 3000.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cafe_latte.png|64px]]&lt;br /&gt;
|Flat White{{anchor|Flat White}}&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Milk|Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Slightly bitter cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe.png|64px]]&lt;br /&gt;
|Frappe Coffee{{anchor|Iced Coffee}}&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Ice|Ice]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Cappuccino&lt;br /&gt;
|1u [[#Cappuccino|Cappuccino]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Freddo Espresso&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Ice|Ice]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Cold and bitter coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Macchiato&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Steamed Milk|Steamed Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Very bitter milk foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Martian Special&lt;br /&gt;
|4u [[#Coffee|Coffee]], 1u [[#Pepper|Pepper]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter coffee, pungent black pepper and just a hint of shaky politics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Mocha latte (Chocolate Latte)&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Chocolate Syrup|Chocolate Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter chocolate cream&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:psl_cheap.png|64px]]&lt;br /&gt;
|Processed Pumpkin Latte&lt;br /&gt;
|&lt;br /&gt;
|0.3&lt;br /&gt;
|A disappointing approximation of autumn bliss&lt;br /&gt;
|Hot Drinks machine in fall&lt;br /&gt;
|-&lt;br /&gt;
![[File:frappe_psl.png|64px]]&lt;br /&gt;
|Pumpkin Spice Frappe&lt;br /&gt;
|1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]], 4u [[#Iced Coffee|Frappe]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Sutumn bliss and coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:mocha_latte.png|64px]]&lt;br /&gt;
|Pumpkin Spice Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Pumpkin Spice Syrup|Pumpkin Spice Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Hot creamy coffee and autumn bliss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hot_coffee.png|64px]]&lt;br /&gt;
|Ration Coffee&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Water|Water]]= 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Weak, watered-down coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:rewriter.png|64px]]&lt;br /&gt;
|Rewriter&lt;br /&gt;
|1u [[#Coffee|Coffee]], 1u Stellar Jolt = 2u&lt;br /&gt;
|0.4&lt;br /&gt;
|Soda and coffee&lt;br /&gt;
|Causes jitteriness to non-Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soy_latte_vended.png|64px]]&lt;br /&gt;
|Soy Latte&lt;br /&gt;
|1u [[#Espresso|Espresso]], 1u [[#Soy Milk|Soy Milk]] = 2u&lt;br /&gt;
|0.3&lt;br /&gt;
|Creamy coffee&lt;br /&gt;
|Heals slight organ damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sromshine.png|64px]]&lt;br /&gt;
|Sromshine&lt;br /&gt;
|2u [[#Coffee|Coffee]], 1u [[#Orange Juice|Orange Juice]] = 3u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter citrus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:caramel_latte.png|64px]]&lt;br /&gt;
|Vanilla Latte&lt;br /&gt;
|4u [[#Latte|Caffe Latte]], 1u [[#Vanilla Syrup|Vanilla Syrup]] = 5u&lt;br /&gt;
|0.3&lt;br /&gt;
|Bitter vanilla cream&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drink Ingredients===&lt;br /&gt;
Most drink ingredients are found in the bar&#039;s soft drinks, booze, or coffee dispensers, or in the Booze-o-Matic. Other ingredients must be sourced from Botany, the kitchen, the pharmacy, or the warehouse.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Drink Name&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Animal Protein {{anchor|Animal Protein}}&lt;br /&gt;
|Process meat or meat-containing foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pepper.png|64px]]&lt;br /&gt;
|Black Pepper {{anchor|Black Pepper}}&lt;br /&gt;
|Process Peppercorn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boba_pearls.png|64px]]&lt;br /&gt;
|Boba Pearls {{anchor|Boba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_red.png|64px]]&lt;br /&gt;
|Blood {{anchor|Blood}}&lt;br /&gt;
|Draw with a syringe; Process Blood Tomato&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotsauce.png|64px]]&lt;br /&gt;
|Capsaicin Oil {{anchor|Capsaicin Oil}}&lt;br /&gt;
|Process Chili&lt;br /&gt;
|Causes pain; neutralizes frost oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sauce {{anchor|Caramel Sauce}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 1u [[#Cream|Cream]], 2u [[#Simple Syrup|Simple Syrup]] at less than 82C = 5u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Caramel Sugar{{anchor|Caramel Sugar}}&lt;br /&gt;
|1u [[#Sugar|Sugar]]; heat to 82C = 1u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:jellyjar.png|64px]]&lt;br /&gt;
|Cherry Jelly {{anchor|Cherry Jelly}}&lt;br /&gt;
|Process Cherry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Coca Grounds {{anchor|Coca Grounds}}&lt;br /&gt;
|Process Coca Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cocoapowder.png|64px]]&lt;br /&gt;
|Coco Powder {{anchor|Coca Powder}}&lt;br /&gt;
|Process Cacao&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Coffee Grounds {{anchor|Coffee Grounds}}&lt;br /&gt;
|Process Coffee Beans&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:oliveoil.png|64px]]&lt;br /&gt;
|Corn oil {{anchor|Corn Oil}}&lt;br /&gt;
|Process Corn; found in oil tank in the kitchen back room&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:crayonbox.png|64px]]&lt;br /&gt;
|Crayon Dust{{anchor|Crayon Dust}}&lt;br /&gt;
|Process crayons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggyolkcarton.png|64px]]&lt;br /&gt;
|Egg Yolk {{anchor|Egg Yolk}}&lt;br /&gt;
|Process Egg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldsauce.png|64px]]&lt;br /&gt;
|Frost Oil {{anchor|Frost Oil}}&lt;br /&gt;
|Process Ice Pepper&lt;br /&gt;
|Reduces body temperature; neutralizes capsaicin oil.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-gold.png|64px]]&lt;br /&gt;
|Gold {{anchor|Gold}}&lt;br /&gt;
|Process Gold&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:powderhorn.png|64px]]&lt;br /&gt;
|Gunpowder{{anchor|Gunpowder}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry&lt;br /&gt;
|-&lt;br /&gt;
![[File:honey.png|64px]]&lt;br /&gt;
|Honey {{anchor|Honey}}&lt;br /&gt;
|Process Messa’s Tear; Apiculture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|1u [[#Water|Water]], cooled to less than 0C = 1u&lt;br /&gt;
|Source: Hot Drinks machine (Hacked), Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Iron {{anchor|Iron}}&lt;br /&gt;
|Process Iron&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Jaeksol Leaves {{anchor|Jaeksol Leaves}}&lt;br /&gt;
|Process Jaeksol&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Juice Powder {{anchor|Juice Powder}}&lt;br /&gt;
|Found in MRE packets&lt;br /&gt;
|Comes in Apple, Grape, Orange, and Watermelon varieties.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Mint {{anchor|Mint}}&lt;br /&gt;
|Process Mint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Nutriment {{anchor|Nutriment}}&lt;br /&gt;
|Process most foods&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:iceglass.png|64px]]&lt;br /&gt;
|Ice {{anchor|Ice}}&lt;br /&gt;
|Cool water to below 0 C&lt;br /&gt;
|Soda and booze dispensers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-phoron.png|64px]]&lt;br /&gt;
|Phoron {{anchor|Phoron}}&lt;br /&gt;
|Process Phoron&lt;br /&gt;
|Source: Robust Softdrinks (Phoron Punch!)&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_brown.png|64px]]&lt;br /&gt;
|Potato Juice {{anchor|Potato Juice}}&lt;br /&gt;
|Process Potatoes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psilocybin.png|64px]]&lt;br /&gt;
|Psilocybin {{anchor|Psilocybin}}&lt;br /&gt;
|Process Reishi&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspice.png|64px]]&lt;br /&gt;
|Pumpkin Spice{{anchor|Pumpkin Spice}}&lt;br /&gt;
|1u Pumpkin Pulp, 4u [[#Space Spice|Space Spice]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Radium {{anchor|Radium}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:rice.png|64px]]&lt;br /&gt;
|Rice {{anchor|Rice}}&lt;br /&gt;
|Process Rice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:coffee.png|64px]]&lt;br /&gt;
|Rich Coffee Grounds {{anchor|Rich Coffee Grounds}}&lt;br /&gt;
|Process Rich Coffee&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Sencha Leaves {{anchor|Sencha Leaves}}&lt;br /&gt;
|Process Sencha&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-silver.png|64px]]&lt;br /&gt;
|Silver {{anchor|Silver}}&lt;br /&gt;
|Process Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Soporific {{anchor|Soporific}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacespicebottle.png|64px]]&lt;br /&gt;
|Space Spice {{anchor|Space Spice}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:glass_white.png|64px]]&lt;br /&gt;
|Steamed Milk {{anchor|Steamed Milk}}&lt;br /&gt;
|1u [[#Milk|Milk]] heated to 66C = 1&lt;br /&gt;
|Heat using chemheater in bar or cafe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:sugar.png|64px]]&lt;br /&gt;
|Sugar {{anchor|Sugar}}&lt;br /&gt;
|Process White-Beet, Sugar Tree fruit, or Sugarcane&lt;br /&gt;
|Source: Booze dispenser, Coffee Master 3000, Soft drink dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Sulphuric Acid {{anchor|Sulphuric Acid}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Chemistry Dispenser&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tea Grounds {{anchor|Tea Grounds}}&lt;br /&gt;
|Process Tea Leaf&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tea.png|64px]]&lt;br /&gt;
|Tieguanyin Leaves {{anchor|Tieguanyin Leaves}}&lt;br /&gt;
|Process Tieguanyin&lt;br /&gt;
|Toxic to Diona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Toxin {{anchor|Toxin}}&lt;br /&gt;
|Process Fjylozyn&lt;br /&gt;
|Source: NanoMed Plus&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Tricordrazine {{anchor|Tricordrazine}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Pharmacy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Enzyme.png|64px]]&lt;br /&gt;
|Universal Enzyme {{anchor|Universal Enzyme}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Kitchen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sheet-uranium.png|64px]]&lt;br /&gt;
|Uranium {{anchor|Uranium}}&lt;br /&gt;
|Process Uranium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Vanilla Extract {{anchor|Vanilla Extract}}&lt;br /&gt;
|Process Vanilla&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Virus Food{{anchor|Virus Food}}&lt;br /&gt;
|1u [[#Milk|Milk]], 1u [[#Sugar|Sugar]], 1u [[#Water|Water]]= 6u&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:weldtank.png|64px]]&lt;br /&gt;
|Welding Fuel{{anchor|Welding Fuel}}&lt;br /&gt;
|&lt;br /&gt;
|Source: Fuel Tanks&lt;br /&gt;
|-&lt;br /&gt;
![[File:condiment.png|64px]]&lt;br /&gt;
|Wood Pulp {{anchor|Wood Pulp}}&lt;br /&gt;
|Process Tower Cap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:wuluextract.png|64px]]&lt;br /&gt;
|Wulumunusha Extract {{anchor|Wulumunusha Extract}}&lt;br /&gt;
|Process Wulumunusha&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flavor Syrups===&lt;br /&gt;
Used as ingredients or to add flavor to a drink, syrups are based on heated sugar water. Use the chemical heater in the back of the bar to make these.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Syrup&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Berry Syrup {{anchor|Berry Syrup}}&lt;br /&gt;
|2u [[#Berry Juice|Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Black Raspberry Syrup {{anchor|Black Raspberry Syrup}}&lt;br /&gt;
|2u [[#Black Raspberry Juice|Black Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blue Raspberry Syrup {{anchor|Blue Raspberry Syrup}}&lt;br /&gt;
|2u [[#Blue Raspberry Juice|Blue Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Blueberry Syrup {{anchor|Blueberry Syrup}}&lt;br /&gt;
|2u [[#Blueberry Juice|Blueberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Caramel Syrup{{anchor|Caramel Syrup}}&lt;br /&gt;
|2u [[#Caramel Sugar|Caramel Sugar]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Chocolate Syrup{{anchor|Chocolate Syrup}}&lt;br /&gt;
|2u [[#Coco Powder|Coco Powder]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Death Berry Syrup&lt;br /&gt;
|2u [[#Death Berry Juice|Death Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Dirt Berry Syrup {{anchor|Dirt Berry Syrup}}&lt;br /&gt;
|2u [[#Dirt Berry Juice|Dirt Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Glowberry Syrup&lt;br /&gt;
|2u [[#Glow Berry Juice|Glow Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Mint Syrup&lt;br /&gt;
|2u [[#Mint|Mint]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Poison Berry Syrup {{anchor|Poison Berry Syrup}}&lt;br /&gt;
|2u [[#Poison Berry Juice|Poison Berry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Pumpkin Spice Syrup{{anchor|Pumpkin Spice Syrup}}&lt;br /&gt;
|2u [[#Pumpkin Spice|Pumpkin Spice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Raspberry Syrup {{anchor|Raspberry Syrup}}&lt;br /&gt;
|2u [[#Raspberry Juice|Raspberry Juice]], 3u [[#Simple Syrup|Simple Syrup]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Simple Syrup{{anchor|Simple Syrup}}&lt;br /&gt;
|2u [[#Sugar|Sugar]], 2u [[#Water|Water]]; heat to between 30C and 100C = 2u&lt;br /&gt;
|-&lt;br /&gt;
|Strawberry Syrup {{anchor|Strawberry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Strawberry Juice|Strawberry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Vanilla Syrup{{anchor|Vanilla Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Vanilla Extract|Vanilla Extract]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|Ylpha Berry Syrup {{anchor|Ylpha Berry Syrup}}&lt;br /&gt;
|3u [[#Simple Syrup|Simple Syrup]], 2u [[#Ylpha Berry Juice|Ylpha Berry Juice]] = 5u&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=37280</id>
		<title>Unathi Entertainment</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=37280"/>
		<updated>2025-08-27T14:49:16Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: SHE WHO MAULS NOW IN TECHNICOLOR!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
Just on [[Moghes]], cultures are incredibly varied, and each has their own traditions and forms of entertainment. This section is dedicated to more famous forms of Unathi entertainment, known and enjoyed over the entire world, Hegemony, and by Unathi -and even people of other species- across the [[The_Orion_Spur|Spur]]. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music is an almost essential part of Unathi society, and a highly appreciated form of entertainment, whether it is played or listened to.&lt;br /&gt;
&lt;br /&gt;
=== Uhszi Ski  ===&lt;br /&gt;
&lt;br /&gt;
Uhszi Ski was born ten years before the [[Contact_War#The_Atomic_Exchange|nukes]] dropped near [[Moghes#The_Oasis&#039;_of_the_Wasteland|Mudki]]. Her clan was devastated by the war and became nomadic wandering the [[The Wasteland|wastelands]] to find food and shelter, during those years Ski developed her talent for music mostly using her voice and string instruments singing about wandering the wastes and surviving in it. Her breakthrough in the wider world of Moghes was when she got an audience with [[The_Queendom_of_Sezk-Hakh|Queen Lazak Sezk-Hakh]], moved by her music she hired her as a personnel bard getting her songs out to the radios all over the wastes and the wider Moghes.&lt;br /&gt;
&lt;br /&gt;
Ski has learned to play various instruments since her career began, though she almost exclusively plays traditional Moghesian instruments. Her instrument of choice is the Ksar - a centuries-old, large instrument not unlike a harp, featuring five strings and played with a bow. Her singing is equally based on tradition, employing plenty of long hissing and notes. As a person, she is said to be a calm and quiet, but very kind woman.&lt;br /&gt;
&lt;br /&gt;
Her texts generally revolve around praising Unathi culture and traditions, as well as mourning what was lost and the many lives wasted in the [[Contact War]], often mixing mournful but hopeful themes. Perhaps the source of her success, however, might be her ability to embrace and praise tradition without coming off as hostile to the [[Izweski Hegemony|Hegemony]] and other more progressive elements of the Unathi population; instead preaching a message of peace, forgiveness, and harmony. Her most famous track is a perfect example of it, named “Spirits of Stones”, it is about a young couple falling in love with each other in the middle of the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], one being of [[Sk&#039;akh]] faith, and the other [[Th&#039;akh]], ending on bittersweet notes.&lt;br /&gt;
&lt;br /&gt;
=== Wall Breachers ===&lt;br /&gt;
&lt;br /&gt;
Wall Breachers is a Moghesian band mixing elements from modern rock and metal genres with more traditional Unathi instruments, rhythms, and singing. Their music mostly revolves around war and battles, though not in a politically engaged way - rather praising the heroics and sacrifices of soldiers over history rather than treating war itself as a positive thing. Their songs offer tribute to all, from Traditionalists to Hegemonic troops, from ancient Unathi to soldiers of modern powers across the Spur.&lt;br /&gt;
&lt;br /&gt;
Their first album, “Burn Thy World” revolves exclusively around the Contact War, and sparked a bit of a controversy considering that it came out in 2451, merely two years after the Contact War ended - though it was undeniable that the band had talent even then and warriors from both sides were somewhat pleased by the tribute in the end. Released in 2453, “Lead and Light” is their most popular album to date, still mostly revolving around Unathi, it both extends far beyond the Contact War and up to the first Hegemony and tells tales about [[Unathi_Military_Structure#The_Kataphract_Guild_(Saa’Izweski)|Kataphracts]] facing [[Unathi Piracy|pirates]] among the stars. They have continued releasing more albums up to now and continue to do so; “Supernova”  came out in 2456 and contains many more songs dedicated to non-Unathi with the most popular one in it being about the [[Timeline#The_Interstellar_War|Interstellar War]]. “No Fear”, coming out in 2463, is considered their weakest entry, though it still features a few loved tracks, and it is also where Ra’Akaix’Kruki’K’lax, the band’s [[Vaurca]] member, made his first appearance. The band’s most recent album, “Honor” was released in 2465, rapidly proving extremely popular across the Spur with the band trying to evolve musically and attempt new things. One song in particular from this album has proved a surprise hit - The Abyss, an eight and a half minute long ballad about the final battle of the [[The_Great_Hive_War|Great Hive War]]. The song proved hugely popular with both [[Vaurca_Hives#K&#039;lax|K’lax]] and offworld Vaurcae.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Band members ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wall Breachers have five members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koke Ozuk&#039;&#039;&#039;, (aged 36) is the band’s founder and lead singer. Born the third son to a minor noble in the Hegemony, his father sent his son off to the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Keepers of Heirlooms]] where he quickly became a part of the [[Unathi_Guilds#The_Scourn_of_Skalds|Scourn of Skalds]]. Though he was as shocked by the Contact War as any other Unathi, being in [[Moghes#The_Oasis&#039;_of_the_Wasteland|Res’karum]] at the time ensured that he would remain safe from the nuclear exchange. In 2447 he took part in the Contact War’s last battles, up to its very end in 2449, during which it is said that he wrote his first songs, some of which ended up in the band’s first album. Koke often comes out as a fun-loving but ultimately responsible sinta.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulha Ossi&#039;&#039;&#039; (aged 38) is the guitarist. Born a peasant in [[Moghes#The_Th&#039;akh_Heartland|Ura’Mastyx]] in the [[Tza_Prairie|Tza Prairie]], they were a fisherman before meeting Koke. For a time they learnt to play various traditional Moghesian string instruments. Ossi plays various instruments for the band, depending on the song, from the old Unathi Iszwara (a sort of mix between a harp and a guitar that a Unathi plays by plucking the cords with their claws and tail) to even electric guitars. Ossi is very close to Ozuk, the two of them publicly referring to each other as “brothers” on multiple occasions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rearsl Ozuk&#039;&#039;&#039; (aged 35) is the bassist, born as a noble in the [[Izweski Heartland|Heartlands]], always being fond of history even from a young age she aspired to be a historian when she grew up. She was married to Koke Ozuk one year before the band formed, hearing her husband talk about music she decided to help her husband with making a band and bringing the history point forward. A quick learner she picked up the bass guitar and in Wall Breachers&#039; latest releases started to do some backup singing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ska Reoroz&#039;&#039;&#039; (aged 47) is the drummer. Born before the Contact War, he was a warrior for the Traditionalist Coalition, though beyond that little is known about his clan or origins. A quiet man, Reoroz prefers to stay out of the spotlight, refusing to give personal interviews unless there’s a band member with him. When asked, Reoroz has said that he prefers to “let the music speak for him”. He compensates for his more quiet and composed attitude with unparalleled energy when playing, his age seemingly taking nothing from him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ra’Akaix’Kruki’K’lax&#039;&#039;&#039; (aged 2) is the latest addition to Wall Breachers, an [[Vaurca#The_Unbound|unbound]] [[Vaurca_Biology#Bulwarks,_(Ra,_Type_E)|Bulwark-form]] Vaurca of the K’lax hive, Kruki met Koke during “No Fear”’s production. Stories say that Koke was shocked to meet Kruki because of how surprisingly good of a musician they were. Kruki plays the synthesizer, though they are able to play various other keyboard instruments, bringing an electronic side to the band’s songs and occasionally acting as a backup singer. Kruki instantly became popular among fans appearing as a big but somewhat naive and kind figure within the band.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mador’s Revenge ===&lt;br /&gt;
&lt;br /&gt;
Mador&#039;s Revenge is a band made up of six [[Aut&#039;akh|Aut’akh]] from the [[Aut&#039;akh#The_Undercity_Communes,_&amp;quot;the_Underbelly&amp;quot;|underbelly commune]] of [[Moghes#The_Untouched_Lands|Skalmar]], not much is known about these six sinta other than their names and some facts. A young band popular among the underclasses of the Hegemony mostly playing live in underground taverns, they scream and sing about how furious they are against the Hegemony, [[Hephaestus]], and wider society. While not so popular on Moghes itself, their music is quite popular in various scenes around the Spur, and naturally among other Aut’akh.&lt;br /&gt;
&lt;br /&gt;
The band is very guitar, drum, and synth-heavy with a little mix of the saxophone in it. The heavy focus on human instruments is believed to be due to [[Ouerea|Ouerean]] cultural influence. The band&#039;s most infamous action was during the opening of the Jaz’zirt regional fusion plant in the Southlands - playing several of their most anti-Hephaestus song in the streets. They were ordered to stop by the local watch following the assassination attempt on Titanius Aeson, and rumor has it that several members of the band were arrested under suspicion of involvement - a fact which neither the band nor the Jaz’zirt watch are willing to confirm or deny.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Band members ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hoeiz Madorssask&#039;&#039;&#039; is the front man of the band, and often acts as their public face. He is believed to have originally been a roboticist in one of the undercity communes. He cuts an imposing figure, a hulking Sinta covered head to toe in [[Unathi_History#The_Sinta&#039;Mador|Mador]] runes and robotic augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiso Madorssask&#039;&#039;&#039; is one of the guitarists of the band. A young Sinta, he stands out for an Aut’akh, sporting barely any arguments buta robotic arm and eyes. He is believed to come from the [[Unathi#Orphans_and_Orphanage_Guilds|Kuhwinla orphanage]], though he has repeatedly publically denied this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ukok Madorssask&#039;&#039;&#039; is the bassist of the band. Small and thin for a Sinta, it is believed they were a wasteland refugee. Due to the band’s unwillingness to share personal details, Ukok has refused to comment on this, which has led to a running joke among fans of attributing increasingly implausible secret identities to them - ranging from King Don’zai Azarak’s secret twin to a [[Skrell]]-created clone of Hegemon Kresshi [[Unathi_History#The_First_Hegemony|Kres’ha’nor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hsekasa Madorssask&#039;&#039;&#039; is the other guitarist and saxophone player, an older woman believed to be a former noble from the Traditionalist Coalition. Due to her age and perhaps her noble education, she learned the guitar and saxophone easily. She is fully augmented, with her extensive prosthetics etched in Mador runes. Of the band’s members, she seems to be one of the most dedicated to the religious ideals of the Aut’akh faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reeri Madorssask&#039;&#039;&#039; is the drummer, a young woman born in to a Skalmar peasant clan. She joined the Aut’akh due to her political stances, and saw the band as a means to spread the fairly unpopular faith’s message. A skilled wordsmith, she is one of the band’s main songwriters - frequently praised by fans for her influence on the lyrics and song titles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azal Madorssask&#039;&#039;&#039; is the synth player, who also acts as a roboticist for the Skalamar commune. She has a very keen mind when it comes to technological matters, and is responsible for a great portion of the band’s unique sound - reportedly often spending days on end diving through the extranet for samples.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Rezlik Crew ===&lt;br /&gt;
&lt;br /&gt;
Originally the Rezlik clan was a [[Unathi Piracy|small crew of an independent pirate ship]]. Like quite a few others, they chose to swear fealty to the Hegemony for forgiveness, and the right to return to Moghes. While they are crewmen first, they also very much enjoy singing, and this is how they made a name for themselves. Shanties are not uncommon among Unathi space pirates, but the Rezlik take these quite seriously and very much enjoy them. Thankfully, people seem to grow quite fond of their renditions and so they started selling albums, something that turned out to be quite successful.&lt;br /&gt;
&lt;br /&gt;
Unathi space pirate shanties are quite unique, a bland of tradition and modernity, with crews hissing, thumping tails, and doing harmonics, while a handful of members actually sing. Texts generally revolve around tales of adventure, danger, and glory, as well as tales of legendary pirates past. “The Gold of the Glorywright” is one of their most popular songs, telling of the death of the pirate [[Unathi_Piracy#Variz_Smokescale,_Greatfather_of_Buccaneers|Vhariz Smokescale]], and his lost trove of phoron hidden somewhere in the Spur.&lt;br /&gt;
&lt;br /&gt;
The Rezlik Crew remains first and foremost, pirates in the service of the Hegemon, and thus their mission passes before their music. While they can record their music in their ship, on their way to their objectives, occasions to perform before a crowd are rare, though often happen when they stop by a colony. Occasionally, influential members of the Hegemony can also ask to have the Rezliks given some “free time” so that they may perform somewhere specific if it is possible.&lt;br /&gt;
&lt;br /&gt;
The Crew counts 30 members, but its face remains Uklek Rezlik, the Captain himself. He is a generally brash and rude man, but not a cruel one. He is also ultimately a man of honor, hence his desire to stick to his duty to the Hegemon first and foremost.&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
Though some clichés and prejudices might have led some to believe the opposite, Unathi take literature quite seriously, and have been doing so since it existed. Before the creation of the printing press, and long after as well, manuscripts and books were seen as precious artifacts to preserve and maintain. The feeling died down in the last couple of centuries, though, but recently returned after the [[Contact War]], many works of literature seen as parts of Unathi culture from before the Nuclear Exchange devastation to protect and maintain.&lt;br /&gt;
&lt;br /&gt;
=== Empires of the Blue Planet ===&lt;br /&gt;
&lt;br /&gt;
One of the earliest works of Unathi science fiction, ‘Empires of the Blue Planet’ was written in the late 21st century. It tells the story of an Izweski warrior who is wounded in battle, and stumbles upon a mysterious machine which transports him to [[Ouerea]]. The version of Ouerea portrayed in the novel is very different to reality, with the planet shown as an oceanic world dominated by a strange alien race known as the Vsai. The protagonist is taken as a slave to the strange cities of the Vsai, and is almost sacrificed to their dark spirit-gods. With the aid of a sympathetic Vsai woman, he manages to free himself and lead a rebellion, tearing down the decadent aliens and rising to rule the planet in a story that is often considered to be an allegory of the [[Unathi_History#The_Third_Hegemony|Izweski coup against the Sarakus]]. These days, the novel is surprisingly popular on Ouerea, considered an amusing reminder of pre-spaceflight Unathi beliefs.&lt;br /&gt;
&lt;br /&gt;
=== The Moghesian Records ===&lt;br /&gt;
&lt;br /&gt;
The Moghesian records are multi-volume encyclopedias updated and published yearly since the [[Unathi_History#The_Second_Hegemony|Second Hegemony]]. As part of Ayzi Sarakus’ [[Unathi_History#The_Great_Endeavor|“Great Endeavor”]], members of the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Bard’s Guild]] were tasked sometime in the 1930s with creating an large, but easily digestible work of literature that could be distributed with ease to population all over the Hegemony to spread the knowledge needed to work in a modernized Hegemony. The first of the Hegemonic Records, as they were called then, mainly revolved around scientific and technical knowledge, but priorities shifted at the dawn of the 21st century and the Hegemonic Record’s objectives moved to trying to include all of Unathi knowledge, leading to a change in names, with the books now called the Moghesian Records.&lt;br /&gt;
&lt;br /&gt;
Despite trying to be as easy to read as possible, Moghesian Records are works of epic proportions. The 2466 edition, for instance, includes 4 volumes of 380 pages and a final fifth volume of 191 pages. Still, no matter the edition, Moghesian Records remain a common sight in Unathi libraries and even homes, providing an extensive and comprehensive database on paper format, both in Sinta’Unathi and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
=== Tales of the Past ===&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland#The_Reclaimers|Reclaimer clans]] and other Wasteland explorers scour the [[The Wasteland|Wastes]] mainly for technological items and resources to recycle, but its not rare for other types of finds to come up, such as pieces of literature. Though not of immediate use, many knew not to dispose of these finds, forgotten pieces of a culture damaged by the Contact War. This led to the creation of Tales of the Past, a monthly magazine published by the Keepers of Heirlooms, but sharing stories often provided by Wasteland explorers.&lt;br /&gt;
&lt;br /&gt;
Each issue of Tales of the Past provides a couple of articles explaining life or events in the Wastes, but most importantly, includes collections of written pieces gathered all over the wastes: books, letters, journals, notes and more. When possible, these pieces are identified, or investigations are made to figure out who wrote them or what they were about when incomplete; readers are often regularly invited to contact Tales of the Past to provide information if they happen to recognize some of the pieces in order to help with said research.&lt;br /&gt;
&lt;br /&gt;
Tales of the Wastes is very popular among Unathi, and the magazine has not only proved to be a source of interesting reads for the common people, but also a very useful resource for historians and academics.&lt;br /&gt;
&lt;br /&gt;
== Cinema and TV ==&lt;br /&gt;
&lt;br /&gt;
Due to the ravages of the Contact War, the exact date has been lost, but it is known that Unathi came up with photography, and shortly after cinema, during the later part of the 20th century.&lt;br /&gt;
&lt;br /&gt;
=== The Quests for the Ruins ===&lt;br /&gt;
&lt;br /&gt;
The Quests for the Ruins is a series of movie adaptations of an epic dating back to the later days of the first Hegemony. It is unknown whether the story was originally based on history, or if it was purely fictional, but it features fantastic elements in any case. The Quests for the Ruins tell the tale of the Yelkin Clan at an unknown age (though historians judge that it should still be during the [[Unathi_History#The_First_Hegemony|first Hegemony]], even if the Hegemony itself is never named nor makes an appearance), as they discover the ruins of a massive city in the mountain ranges [[Moghes#The_Oasis&#039;_of_the_Wasteland|North of modern Bahard]]. These strange ruins belonging to an unknown, long-dead people- who modern experts assume are, or are inspired by [[Unathi_History#The_Sinta&#039;Mador|Sinta’Mador]]- prove to be full of strange treasures and promesses of untold wealth and power. Soon the more clans hear of it, and it doesn’t take long for great wars for the control of the ruined city to unfold between the many clans of the story. The story follows many members of the Yelkin clan over more than a century, until the protagonists realize that the power the city can provide is corruptive, and forces Sinta to face their own kin, culminating in a great battle between those that were corrupted and the “real kin” led by the last of the Yelkin, leading to the destruction of the city. To this day, it remains a classic story loved by Unathi of all origins and culture for its message of union against evil, no matter one’s background.&lt;br /&gt;
&lt;br /&gt;
Impressive means were deployed to properly adapt this legendary epic, leading to the release of three, roughly three hours-long movies, in 2379, 2381 and 2383. Some of the greatest names of the time in Moghesian cinema played at some point in these movies, the shooting of the final battle employed some 20,000 extras (many being actual soldiers) and using revolutionary -at the time- special effects. The Quests for the Ruins movie series ended up being the greatest cinematic success in Moghes’ history and still is today, even if the actual numbers were lost to time. It was so popular in fact, that the Contact War did not make finding copies of it any harder, and even sold quite a lot on the interstellar market; with many considering these movies the pinnacle of the Moghesian Epic genre.&lt;br /&gt;
&lt;br /&gt;
=== The Ballad of the Matriarch ===&lt;br /&gt;
&lt;br /&gt;
The Ballad of the Matriarch is one of, if not THE most popular Unathi-made TV-show in the Spur, with a large following both in the Hegemony and abroad. The Ballad of the Matriarch is half soap opera, half documentary, aimed at representing the life of Moghesian women of influential clans. Perhaps what gave The Ballad of the Matriarch (often shortened to The Ballad) such a following is how much it stands out compared to other such shows due to the characters represented and their activities. While The Ballad may tackle the typical themes seen in the average soap operas, from love affairs to money, it also focuses a lot on the plotting and strategies of Unathi women taking care of clan affairs. Viewers often joke about “joining for the women and staying for the politics”, though it is often how many fans actually got enamored with the show. Even though it has been running for years, The Ballad managed to bring new elements to keep its episodes fresh and interesting, from bringing characters from across the Spurs with Biesel or Mictlan Unathi, to the appearance of a member of a pirate clan highly inspired by real life’s fleet [[Unathi_Piracy#Iska&#039;s_Adventurers|Iska&#039;s Adventurers]].&lt;br /&gt;
&lt;br /&gt;
The first episode of The Ballad of the Matriarch first aired on the 5th of June 2450, and has been broadcasting one episode every day since then, except during the [[Moghes#Year_and_Seasons|Travakh season]]. The Ballad of the Matriarch earned a large following all over Moghes right away, and started getting popular abroad over the years, with a notable number of fans in [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
=== The Art of the Hunt ===&lt;br /&gt;
&lt;br /&gt;
The Art of the Hunt is a TV show revolving around hunting, fishing, and cooking. The Art of the Hunt is a loved show across Moghes, and slowly started earning some following across the Spur. It is also liked by many for its host, Ystan Karkizi, an ex-cook from the Hegemon’s palace in his early 50s with bright red scales and a surprisingly cheerful attitude.&lt;br /&gt;
&lt;br /&gt;
Each episode follows the same 3-part structure: the first part introduces the game they are after, or the type of fish they are looking to catch, then the process to actually hunting or catching it. The second part revolves around processing said catch, from skinning to choosing what part to keep, coupled with plenty of advice and reminders about health and safety. Finally, the third part revolves around cooking the meat in question, much like a standard cooking show. This three part structure allowed the show to draw a wide range of audiences, some interested by specific parts, others by the show as a whole.&lt;br /&gt;
&lt;br /&gt;
The show first aired in January of 2459 and has been broadcasted weekly on Moghesian television ever since; and since 2465, on various other channels across the spur. Since 2464, The Art of the Hunt’s team started shooting across the Spur, offering tips about hunting and cooking meat from abroad. Notable episodes include the [[Deep_Space#Space_Fauna|Space Carp]] episodes made in partnership with the [[Unathi_Military_Structure#The_Navy|Izweski Navy]]; and the [[Dominia|Dominian]] episodes during which Ystan hunts along members of the [[Unathi_in_Dominia|Kazhkz Clan]]; the latter also being a display of Ystan’s desire to keep the show as apolitical as possible, which contributed to earning more viewers.&lt;br /&gt;
&lt;br /&gt;
=== Venom Hearts ===&lt;br /&gt;
&lt;br /&gt;
A television series primarily made for women, Venom Hearts is a story about the hardened spy and investigator, Zo’kaa Lhesk Yiia, as she runs her investigative business in the heart of Skalamar, solving crimes too tough for the [[Unathi_Crime_And_Enforcement#The_City_Watch|City Watch]]. In the show’s many seasons, she has had numerous lovers of all genders, and faced all manner of adversaries - from the [[Unathi_Crime_And_Enforcement#Shortclaw_Clan|Shortclaw Clan]] to corrupt nobles and the assassins of the [[Unathi_Crime_And_Enforcement#The_Shadow_Service|Shadow Service]]. The show’s fifth season recently aired, ending with Yiia’s desperate flight offworld, pursuing her arch-rival, a villainous noblewoman turned criminal mastermind, to the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
The series begins when Yiia finds a dying Kataphract warrior in her office, clutching a mysterious note. This leads her to rapidly chasing an increasingly deepening mystery, leading her through criminal syndicates both Unathi and alien, and eventually bringing her up against her cunning and diabolical archenemy, the Lady Khisa Vhesk, who has been consolidating power over the criminal guilds of Moghes. Zo’kaa works to unravel this conspiracy in a gripping thriller, seeking to prove her rival’s guilt, but so far Vhesk has managed to slip out of every trap laid for her.&lt;br /&gt;
&lt;br /&gt;
The series is known for its large and complex cast of characters, whose alliances tend to be fluid and opportunistic. It is also one of the few Unathi pieces of media to cast a large number of alien actors, with humans, [[Tajara]], [[Dionae]], [[Vaurca|Vaurcae]] and even the occasional [[Skrell]] all making an appearance at various points. The sixth season is set to take place on the moon of [[Valkyrie]], and is scheduled for release in late 2466.&lt;br /&gt;
&lt;br /&gt;
=== The Waste Hunter ===&lt;br /&gt;
&lt;br /&gt;
An action movie, focusing on the seasoned warrior Jharak Illisk, turned Jharak Guwandi. Drugged into unconsciousness as his own father, the lord of his city that he was sworn to protect was murdered by his corrupt and villainous brother, Jharak is made [[Unathi#The_Guwandi|Guwandi]] and exiled to the Wasteland. Swearing to clear his name, he fights against raiders, Traditionalist holdouts, and assassins of the Shadow Service as he works to bring down his brother and restore the rightful heir to his lord’s seat. The film has received generally positive reviews, though some feel that it is too sympathetic to Wastelanders and Guwandi in its depiction.&lt;br /&gt;
&lt;br /&gt;
Jharak spends many years in exile, seeking and failing to find an honorable death - before receiving word from a merchant that his brother has been named as the new lord of the city. Vowing his revenge, the aged warrior sets out into the radioactive Wasteland, seeking to redeem himself for his failure. Along the way, his brother learns of his survival and sends assassins after him, including the deadly bounty hunter Za’Akaix’Zix K’lax, a silent and fearsome Vaurca mercenary. Though Zix seems to only care about the money, the Vaurca is shown to have its own sense of honor, and joins Jharak in his quest when the treacherous lord betrays it. &lt;br /&gt;
&lt;br /&gt;
Along the way, Jharak acquires several companions, including a young doctor from the [[Unathi_Guilds#The_House_of_Medicine|House of Medicine]] whom he rescues from Gawgaryn raiders, a wise diona gestalt from the [[The_Wasteland#The_Spirits_of_the_Oasis|Oasis Clans]], and a snarky and wisecracking [[The_Wasteland#The_Reclaimers|Reclaimer]] who joins him in the hope of a payday. Together, they face countless foes, including villainous mercenaries in the pay of Jharak’s brother, in fight scenes that are known for their high-octane pace and brutal death sequences.&lt;br /&gt;
&lt;br /&gt;
The film ends with Jharak being formally restored to his name and title, as he is raised to the seat of his father. We see him welcome his Wasteland companions into his hall as valued counselors, and the final scene implies a blossoming romance between him and his doctor companion, as the warrior sworn to die in battle finally reclaims his life and honor. Though he offers Zix a position in his personal guard, the Vaurca refuses, claiming that he has business to tend elsewhere, and returns to the harshness of the Wasteland. In 2465, a sequel focusing on Zix was announced, titled ‘The Waste Hunter 2: Xsain Fury’.&lt;br /&gt;
&lt;br /&gt;
=== Last Days of Kres’ha’nor ===&lt;br /&gt;
&lt;br /&gt;
Last Days of Kres’ha’nor is a historical drama series, focusing on the dying days of the final Hegemon Kres’ha’nor, in the moments before the [[Unathi_History#The_First_Hegemony|First Hegemony]] collapsed. It follows a large cast of courtiers, including the Hegemon’s many vassals and children. The show has become wildly popular among both nobles and peasants, with strong arguments being held on Extranet forums as to which of the Hegemon’s children is most worthy of seizing his power. The show is currently awaiting its third season, with Hegemon Kres’ha’nor having finally died in a shocking moment at the end of the second season, with his heirs and rivals alike now preparing for war.&lt;br /&gt;
&lt;br /&gt;
Last Days of Kres’ha’nor has achieved great popularity among offworld Unathi, with many viewing the show’s portrayal of Moghresian history as a romantic depiction of proud Sinta traditions. The show’s commitment to historical accuracy has often been lauded by Unathi scholars, and its success has led to the greenlighting of a series focusing on the rise of the [[Unathi_History#The_Second_Hegemony|Sarakus Hegemony]], scheduled for release in 2467.&lt;br /&gt;
&lt;br /&gt;
=== She Who Mauls ===&lt;br /&gt;
[[File:SHEWHOMAULS.png|thumb|right|A poster of the third season of She Who Mauls, featuring, from left to right: Kreel, the mysterious leader of the Aut&#039;akh faction of the season; Zandiziite Widowtown, rival-turned-occasional ally since season two; and She Who Mauls herself.]]&lt;br /&gt;
She Who Mauls is a science-fiction animated television series that began before the Contact War. Originally, it followed the tale of a prospective Zandi from an obscure settlement of Moghes attempting to qualify as a [[Zandiziite_Games|Zandiziite Warrior]]. A primary concept of the show is the Spirit Arts, where through a mix of martial mastery, strength of character, and spiritual devotion, a Warrior becomes empowered by the Spirits themselves, turning them into greater fighters. The unnamed protagonist&#039;s chosen Zandiziite moniker &amp;quot;She Who Mauls&amp;quot; was controversial with audiences, as the Zandiziite Games only admits Warriors; however, through her stunning physical prowess and nobleness of character, leading to a great potential with the Spirit Arts, she was accepted as a contestant. The story follows the trials and tribulations associated with She Who Mauls competing in the Zandiziite games with such abilities; her status as a woman is frequently bought up as a point of ire and contention - something to be overcome by succeeding in various games; and also touches on aspects of Th&#039;akh religion through which spirit power is derived. Many Th’akh workshippers were offended by the fantastic but inaccurate render of their faith within the show, while many of the Sk’akh religion were of course displeased with the show making such a positive, even if unrealistic, portrayal of the old faith. Despite all of this, though, the show still proved surprisingly popular with Unathi of nearly all walks of life, mainly from the sheer strength of its storytelling, characters, and naturally, thrilling fight scenes.&lt;br /&gt;
&lt;br /&gt;
The Contact War began before the first episode of the second season could be run, halting production, and the chaos that followed the atomic exchange caused the studio to become defunct. It was considered lost media in the years following, and it was thought that the studio itself had probably been destroyed. It was, however, revitalized by an Ouerean animation studio built from members of the original writing and animation team who had fled Moghes during the war by 2464. The location of the studio on Ouerea have also allowed it somewhat more political freedom to cover some potentially more controversial topics or plotpoints. the following second season, and the currently-in-production third seasons of She Who Mauls have left behind the original Zandiziite Tournament origins of the story to instead focus on more fantastical threats and antagonists to Moghes, stakes getting greater as time the story progresses. The second season focused primarily on a threat to Moghes from a group of invading Unathi Pirates claiming to be the Scythes of Sik&#039;amakh themselves made manifest, deriving their spirit power from the Unathi Pirate branch of the Th&#039;akh religion. The third and currently ongoing season introduces Aut&#039;akh to the story for the first time, with them using their powerful prosthetics, and calling upon Mador spirits to fight on-par with She Who Mauls for a time, before unexpectedly switching sides to become unlikely allies aftter these very same Aut’akh mistakingly cause ancient Madors to wake up from a millenia-old slumber and set forth to erase the Sinta’Unathi as a species.&lt;br /&gt;
The show has also started to grow more popular across the Spur as a whole as of recently, with the release of dubbed versions in Tau Ceti Basic, Sol Common and Nral’Malic. Many foreigners claim to find the signature “Unathi campiness” endearing if not outright exciting.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
Just like most other sentient species, Unathi have developed games ever since the very beginning of society. Countless Unathi games exist all over Moghes and other Unathi territories, these are only the most well-known across the Spur as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
[[File:Conquest Game.png|thumb|right|A typical Conquest board. The red side (up top) has the advantage currently.]]&lt;br /&gt;
Conquest is a board game supposedly dating back to the [[Unathi_History#The_First_Hegemony|First Hegemony]]. It is played on a 11-by-11 squares checkered board with lines, or “paths”, possibly featuring empty spaces in it as well. Each player takes a side of the board and places their 11 pieces at the first line in front of them, facing the other player’s side.&lt;br /&gt;
&lt;br /&gt;
Each player takes turns moving one piece a turn, during which they may either turn and move, or move straight away. When moved, pieces go forward until they either hit a wall or another piece. If they hit one of the other player’s pieces from the side or the back (the front being indicated by an arrow), or just the back depending if the players are following the &amp;quot;classic&amp;quot; or &amp;quot;modern&amp;quot; rules, the piece is then captured. The game ends once one player loses all of their pieces or surrenders. Perhaps the most strategically interesting side of this game are the board’s path, curved lines allowing the pieces to change directions while moving. Though they cannot stop or turn during their movement, they follow any path they encounter, leaving the board from one side of the path and coming out of the other now moving in another direction, allowing complex maneuvers to trap any unsuspecting oppenent. Perhaps another interesting aspect is that the game allows a variety of different board layouts, the possibilities being nearly infinite (though only a selection of 70 boards are officially recognized by the Hegemonic Conquest League.)&lt;br /&gt;
&lt;br /&gt;
Conquest is an easy to learn and popular game, played by nobles and peasants alike, from elders to hatchlings drawing their board into the dirt and using painted rocks as pieces.&lt;br /&gt;
&lt;br /&gt;
=== Boarding Action ===&lt;br /&gt;
&lt;br /&gt;
Boarding Action is a game created by and, originally, for [[Unathi Piracy|Unathi pirates]]. It is a game noteworthy for being extremely complicated, many saying to a ridiculous degree, being “the fruit of the bored imagination of crewmen stuck in their ships with very little to do for days” as said by [[Unathi_Piracy#Iska&#039;s_Adventurers|Altarak Iska]] himself during an interview after his fleet officially joined the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Boarding Action is a strategy board game, very similar to wargames, played by at least two players and with no upper limit to how many can take part in it. Each player has their own board representing their ship, resting on an even larger board (or just the floor or table itself) representing the battlespace. Along with their ships, players get a crew, represented on their board by tokens, and resources like weapons, fuel and wealth represented by cards. Players take turns over various game phases from moving to taking actions to firing, and can revolve around any goals, though the basic objective is defeating the enemy ship, either through space combat or, as the name suggests, boarding action. If more than two players are taking part in the game, teams can be formed, leading to veritable space battles.&lt;br /&gt;
&lt;br /&gt;
Games are known to be very long, the shortest games known to last several hours; while the bigger-scaled, longer games are played over multiple days. This made the game rather well-known abroad for such facts, and yet rarely if ever played by anyone but the most dedicated of players aside from other pirates. Unathi pirates being accepted back into the Hegemony for swearing fealty as of recently, notably with the entire Iska’s Adventurers fleet joining, have led to the game getting some more popularity in non-pirate circles however.&lt;br /&gt;
&lt;br /&gt;
=== Seamaster ===&lt;br /&gt;
&lt;br /&gt;
Unathi are not strangers to video games, though the lack of Moghesian video game brands, or at least the closest things Unathi society could have to a brand, means that the video game market sees few games made by Unathi, let alone popular ones. Seamaster is an exception.&lt;br /&gt;
&lt;br /&gt;
Developed by a small team of [[Ouerea|Ouerean]] Unathi, Seamaster is a strategy, management and roleplaying game revolving around fishing of all things. The game begins with the player creating their character and playing them directly, starting out small with minimal funds. Through fishing (but not only as updates added other ways to make a living, even if a little more shallow gameplay-wise), and slowly growing their operation, buying better fishing tools, ships and hiring more people to assist in their operations. As the player’s means grow greater, the game shifts from a typical roleplaying game to something more akin to a management game, though it is still possible to play individual characters just like at the start. The endgame sees players investing in interplanetary business, engaging in politics by taking an important position either among nobles or in the Guilds, and so on.&lt;br /&gt;
&lt;br /&gt;
Seamaster is often mocked for its very limited graphics, but this is more than made up for by unparalleled depth. Characters can engage in a wide variety of activities within countless procedurally generated planets. Individual characters do not just have a health bar, but rather, have body parts and organs each with their own individual status; they can engage in fishery which is by far the most detailed activity, but can also become miners, soldiers, explorers, settlers and more; and the roster of generated leaders and political entities allows for deep and extensive interaction and intrigue in that field too. Seamaster takes place in an entirely generated space with non-existent planets and systems and takes place at an unknown time, though Moghes is often referred to by other characters, and said space is located in Hegemonic territories. Developers said that the game supposedly takes place some time in the future, when Unathi colonies are more numerous and more developed, though no precise year is given in order to avoid making the game appear too dated in the future.&lt;br /&gt;
&lt;br /&gt;
All in all, Seamaster is a complicated game with a steep learning curve, but able to offer incredible depths to players dedicated enough to master it. Both this nature and its genre mean that this game is obviously not for everyone, yet it has earned a niche but very enthusiastic fanbase, and many video game players know of Seamaster even if they don’t play it themselves.&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SHEWHOMAULS.png&amp;diff=37279</id>
		<title>File:SHEWHOMAULS.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SHEWHOMAULS.png&amp;diff=37279"/>
		<updated>2025-08-27T14:36:03Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: A poster made for the second season of She Who Mauls, the popular animated show.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A poster made for the second season of She Who Mauls, the popular animated show.&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=36556</id>
		<title>Unathi Entertainment</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=36556"/>
		<updated>2025-08-04T13:04:49Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Cinema and TV */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
Just on [[Moghes]], cultures are incredibly varied, and each has their own traditions and forms of entertainment. This section is dedicated to more famous forms of Unathi entertainment, known and enjoyed over the entire world, Hegemony, and by Unathi -and even people of other species- across the [[The_Orion_Spur|Spur]]. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music is an almost essential part of Unathi society, and a highly appreciated form of entertainment, whether it is played or listened to.&lt;br /&gt;
&lt;br /&gt;
=== Uhszi Ski  ===&lt;br /&gt;
&lt;br /&gt;
Uhszi Ski was born ten years before the [[Contact_War#The_Atomic_Exchange|nukes]] dropped near [[Moghes#The_Oasis&#039;_of_the_Wasteland|Mudki]]. Her clan was devastated by the war and became nomadic wandering the [[The Wasteland|wastelands]] to find food and shelter, during those years Ski developed her talent for music mostly using her voice and string instruments singing about wandering the wastes and surviving in it. Her breakthrough in the wider world of Moghes was when she got an audience with [[The_Queendom_of_Sezk-Hakh|Queen Lazak Sezk-Hakh]], moved by her music she hired her as a personnel bard getting her songs out to the radios all over the wastes and the wider Moghes.&lt;br /&gt;
&lt;br /&gt;
Ski has learned to play various instruments since her career began, though she almost exclusively plays traditional Moghesian instruments. Her instrument of choice is the Ksar - a centuries-old, large instrument not unlike a harp, featuring five strings and played with a bow. Her singing is equally based on tradition, employing plenty of long hissing and notes. As a person, she is said to be a calm and quiet, but very kind woman.&lt;br /&gt;
&lt;br /&gt;
Her texts generally revolve around praising Unathi culture and traditions, as well as mourning what was lost and the many lives wasted in the [[Contact War]], often mixing mournful but hopeful themes. Perhaps the source of her success, however, might be her ability to embrace and praise tradition without coming off as hostile to the [[Izweski Hegemony|Hegemony]] and other more progressive elements of the Unathi population; instead preaching a message of peace, forgiveness, and harmony. Her most famous track is a perfect example of it, named “Spirits of Stones”, it is about a young couple falling in love with each other in the middle of the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], one being of [[Sk&#039;akh]] faith, and the other [[Th&#039;akh]], ending on bittersweet notes.&lt;br /&gt;
&lt;br /&gt;
=== Wall Breachers ===&lt;br /&gt;
&lt;br /&gt;
Wall Breachers is a Moghesian band mixing elements from modern rock and metal genres with more traditional Unathi instruments, rhythms, and singing. Their music mostly revolves around war and battles, though not in a politically engaged way - rather praising the heroics and sacrifices of soldiers over history rather than treating war itself as a positive thing. Their songs offer tribute to all, from Traditionalists to Hegemonic troops, from ancient Unathi to soldiers of modern powers across the Spur.&lt;br /&gt;
&lt;br /&gt;
Their first album, “Burn Thy World” revolves exclusively around the Contact War, and sparked a bit of a controversy considering that it came out in 2451, merely two years after the Contact War ended - though it was undeniable that the band had talent even then and warriors from both sides were somewhat pleased by the tribute in the end. Released in 2453, “Lead and Light” is their most popular album to date, still mostly revolving around Unathi, it both extends far beyond the Contact War and up to the first Hegemony and tells tales about [[Unathi_Military_Structure#The_Kataphract_Guild_(Saa’Izweski)|Kataphracts]] facing [[Unathi Piracy|pirates]] among the stars. They have continued releasing more albums up to now and continue to do so; “Supernova”  came out in 2456 and contains many more songs dedicated to non-Unathi with the most popular one in it being about the [[Timeline#The_Interstellar_War|Interstellar War]]. “No Fear”, coming out in 2463, is considered their weakest entry, though it still features a few loved tracks, and it is also where Ra’Akaix’Kruki’K’lax, the band’s [[Vaurca]] member, made his first appearance. The band’s most recent album, “Honor” was released in 2465, rapidly proving extremely popular across the Spur with the band trying to evolve musically and attempt new things. One song in particular from this album has proved a surprise hit - The Abyss, an eight and a half minute long ballad about the final battle of the [[The_Great_Hive_War|Great Hive War]]. The song proved hugely popular with both [[Vaurca_Hives#K&#039;lax|K’lax]] and offworld Vaurcae.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Band members ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wall Breachers have five members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koke Ozuk&#039;&#039;&#039;, (aged 36) is the band’s founder and lead singer. Born the third son to a minor noble in the Hegemony, his father sent his son off to the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Keepers of Heirlooms]] where he quickly became a part of the [[Unathi_Guilds#The_Scourn_of_Skalds|Scourn of Skalds]]. Though he was as shocked by the Contact War as any other Unathi, being in [[Moghes#The_Oasis&#039;_of_the_Wasteland|Res’karum]] at the time ensured that he would remain safe from the nuclear exchange. In 2447 he took part in the Contact War’s last battles, up to its very end in 2449, during which it is said that he wrote his first songs, some of which ended up in the band’s first album. Koke often comes out as a fun-loving but ultimately responsible sinta.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ulha Ossi&#039;&#039;&#039; (aged 38) is the guitarist. Born a peasant in [[Moghes#The_Th&#039;akh_Heartland|Ura’Mastyx]] in the [[Tza_Prairie|Tza Prairie]], they were a fisherman before meeting Koke. For a time they learnt to play various traditional Moghesian string instruments. Ossi plays various instruments for the band, depending on the song, from the old Unathi Iszwara (a sort of mix between a harp and a guitar that a Unathi plays by plucking the cords with their claws and tail) to even electric guitars. Ossi is very close to Ozuk, the two of them publicly referring to each other as “brothers” on multiple occasions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rearsl Ozuk&#039;&#039;&#039; (aged 35) is the bassist, born as a noble in the [[Izweski Heartland|Heartlands]], always being fond of history even from a young age she aspired to be a historian when she grew up. She was married to Koke Ozuk one year before the band formed, hearing her husband talk about music she decided to help her husband with making a band and bringing the history point forward. A quick learner she picked up the bass guitar and in Wall Breachers&#039; latest releases started to do some backup singing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ska Reoroz&#039;&#039;&#039; (aged 47) is the drummer. Born before the Contact War, he was a warrior for the Traditionalist Coalition, though beyond that little is known about his clan or origins. A quiet man, Reoroz prefers to stay out of the spotlight, refusing to give personal interviews unless there’s a band member with him. When asked, Reoroz has said that he prefers to “let the music speak for him”. He compensates for his more quiet and composed attitude with unparalleled energy when playing, his age seemingly taking nothing from him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ra’Akaix’Kruki’K’lax&#039;&#039;&#039; (aged 2) is the latest addition to Wall Breachers, an [[Vaurca#The_Unbound|unbound]] [[Vaurca_Biology#Bulwarks,_(Ra,_Type_E)|Bulwark-form]] Vaurca of the K’lax hive, Kruki met Koke during “No Fear”’s production. Stories say that Koke was shocked to meet Kruki because of how surprisingly good of a musician they were. Kruki plays the synthesizer, though they are able to play various other keyboard instruments, bringing an electronic side to the band’s songs and occasionally acting as a backup singer. Kruki instantly became popular among fans appearing as a big but somewhat naive and kind figure within the band.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mador’s Revenge ===&lt;br /&gt;
&lt;br /&gt;
Mador&#039;s Revenge is a band made up of six [[Aut&#039;akh|Aut’akh]] from the [[Aut&#039;akh#The_Undercity_Communes,_&amp;quot;the_Underbelly&amp;quot;|underbelly commune]] of [[Moghes#The_Untouched_Lands|Skalmar]], not much is known about these six sinta other than their names and some facts. A young band popular among the underclasses of the Hegemony mostly playing live in underground taverns, they scream and sing about how furious they are against the Hegemony, [[Hephaestus]], and wider society. While not so popular on Moghes itself, their music is quite popular in various scenes around the Spur, and naturally among other Aut’akh.&lt;br /&gt;
&lt;br /&gt;
The band is very guitar, drum, and synth-heavy with a little mix of the saxophone in it. The heavy focus on human instruments is believed to be due to [[Ouerea|Ouerean]] cultural influence. The band&#039;s most infamous action was during the opening of the Jaz’zirt regional fusion plant in the Southlands - playing several of their most anti-Hephaestus song in the streets. They were ordered to stop by the local watch following the assassination attempt on Titanius Aeson, and rumor has it that several members of the band were arrested under suspicion of involvement - a fact which neither the band nor the Jaz’zirt watch are willing to confirm or deny.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Band members ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hoeiz Madorssask&#039;&#039;&#039; is the front man of the band, and often acts as their public face. He is believed to have originally been a roboticist in one of the undercity communes. He cuts an imposing figure, a hulking Sinta covered head to toe in [[Unathi_History#The_Sinta&#039;Mador|Mador]] runes and robotic augments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiso Madorssask&#039;&#039;&#039; is one of the guitarists of the band. A young Sinta, he stands out for an Aut’akh, sporting barely any arguments buta robotic arm and eyes. He is believed to come from the [[Unathi#Orphans_and_Orphanage_Guilds|Kuhwinla orphanage]], though he has repeatedly publically denied this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ukok Madorssask&#039;&#039;&#039; is the bassist of the band. Small and thin for a Sinta, it is believed they were a wasteland refugee. Due to the band’s unwillingness to share personal details, Ukok has refused to comment on this, which has led to a running joke among fans of attributing increasingly implausible secret identities to them - ranging from King Don’zai Azarak’s secret twin to a [[Skrell]]-created clone of Hegemon Kresshi [[Unathi_History#The_First_Hegemony|Kres’ha’nor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hsekasa Madorssask&#039;&#039;&#039; is the other guitarist and saxophone player, an older woman believed to be a former noble from the Traditionalist Coalition. Due to her age and perhaps her noble education, she learned the guitar and saxophone easily. She is fully augmented, with her extensive prosthetics etched in Mador runes. Of the band’s members, she seems to be one of the most dedicated to the religious ideals of the Aut’akh faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reeri Madorssask&#039;&#039;&#039; is the drummer, a young woman born in to a Skalmar peasant clan. She joined the Aut’akh due to her political stances, and saw the band as a means to spread the fairly unpopular faith’s message. A skilled wordsmith, she is one of the band’s main songwriters - frequently praised by fans for her influence on the lyrics and song titles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azal Madorssask&#039;&#039;&#039; is the synth player, who also acts as a roboticist for the Skalamar commune. She has a very keen mind when it comes to technological matters, and is responsible for a great portion of the band’s unique sound - reportedly often spending days on end diving through the extranet for samples.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Rezlik Crew ===&lt;br /&gt;
&lt;br /&gt;
Originally the Rezlik clan was a [[Unathi Piracy|small crew of an independent pirate ship]]. Like quite a few others, they chose to swear fealty to the Hegemony for forgiveness, and the right to return to Moghes. While they are crewmen first, they also very much enjoy singing, and this is how they made a name for themselves. Shanties are not uncommon among Unathi space pirates, but the Rezlik take these quite seriously and very much enjoy them. Thankfully, people seem to grow quite fond of their renditions and so they started selling albums, something that turned out to be quite successful.&lt;br /&gt;
&lt;br /&gt;
Unathi space pirate shanties are quite unique, a bland of tradition and modernity, with crews hissing, thumping tails, and doing harmonics, while a handful of members actually sing. Texts generally revolve around tales of adventure, danger, and glory, as well as tales of legendary pirates past. “The Gold of the Glorywright” is one of their most popular songs, telling of the death of the pirate [[Unathi_Piracy#Variz_Smokescale,_Greatfather_of_Buccaneers|Vhariz Smokescale]], and his lost trove of phoron hidden somewhere in the Spur.&lt;br /&gt;
&lt;br /&gt;
The Rezlik Crew remains first and foremost, pirates in the service of the Hegemon, and thus their mission passes before their music. While they can record their music in their ship, on their way to their objectives, occasions to perform before a crowd are rare, though often happen when they stop by a colony. Occasionally, influential members of the Hegemony can also ask to have the Rezliks given some “free time” so that they may perform somewhere specific if it is possible.&lt;br /&gt;
&lt;br /&gt;
The Crew counts 30 members, but its face remains Uklek Rezlik, the Captain himself. He is a generally brash and rude man, but not a cruel one. He is also ultimately a man of honor, hence his desire to stick to his duty to the Hegemon first and foremost.&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
Though some clichés and prejudices might have led some to believe the opposite, Unathi take literature quite seriously, and have been doing so since it existed. Before the creation of the printing press, and long after as well, manuscripts and books were seen as precious artifacts to preserve and maintain. The feeling died down in the last couple of centuries, though, but recently returned after the [[Contact War]], many works of literature seen as parts of Unathi culture from before the Nuclear Exchange devastation to protect and maintain.&lt;br /&gt;
&lt;br /&gt;
=== Empires of the Blue Planet ===&lt;br /&gt;
&lt;br /&gt;
One of the earliest works of Unathi science fiction, ‘Empires of the Blue Planet’ was written in the late 21st century. It tells the story of an Izweski warrior who is wounded in battle, and stumbles upon a mysterious machine which transports him to [[Ouerea]]. The version of Ouerea portrayed in the novel is very different to reality, with the planet shown as an oceanic world dominated by a strange alien race known as the Vsai. The protagonist is taken as a slave to the strange cities of the Vsai, and is almost sacrificed to their dark spirit-gods. With the aid of a sympathetic Vsai woman, he manages to free himself and lead a rebellion, tearing down the decadent aliens and rising to rule the planet in a story that is often considered to be an allegory of the [[Unathi_History#The_Third_Hegemony|Izweski coup against the Sarakus]]. These days, the novel is surprisingly popular on Ouerea, considered an amusing reminder of pre-spaceflight Unathi beliefs.&lt;br /&gt;
&lt;br /&gt;
=== The Moghesian Records ===&lt;br /&gt;
&lt;br /&gt;
The Moghesian records are multi-volume encyclopedias updated and published yearly since the [[Unathi_History#The_Second_Hegemony|Second Hegemony]]. As part of Ayzi Sarakus’ [[Unathi_History#The_Great_Endeavor|“Great Endeavor”]], members of the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Bard’s Guild]] were tasked sometime in the 1930s with creating an large, but easily digestible work of literature that could be distributed with ease to population all over the Hegemony to spread the knowledge needed to work in a modernized Hegemony. The first of the Hegemonic Records, as they were called then, mainly revolved around scientific and technical knowledge, but priorities shifted at the dawn of the 21st century and the Hegemonic Record’s objectives moved to trying to include all of Unathi knowledge, leading to a change in names, with the books now called the Moghesian Records.&lt;br /&gt;
&lt;br /&gt;
Despite trying to be as easy to read as possible, Moghesian Records are works of epic proportions. The 2466 edition, for instance, includes 4 volumes of 380 pages and a final fifth volume of 191 pages. Still, no matter the edition, Moghesian Records remain a common sight in Unathi libraries and even homes, providing an extensive and comprehensive database on paper format, both in Sinta’Unathi and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
=== Tales of the Past ===&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland#The_Reclaimers|Reclaimer clans]] and other Wasteland explorers scour the [[The Wasteland|Wastes]] mainly for technological items and resources to recycle, but its not rare for other types of finds to come up, such as pieces of literature. Though not of immediate use, many knew not to dispose of these finds, forgotten pieces of a culture damaged by the Contact War. This led to the creation of Tales of the Past, a monthly magazine published by the Keepers of Heirlooms, but sharing stories often provided by Wasteland explorers.&lt;br /&gt;
&lt;br /&gt;
Each issue of Tales of the Past provides a couple of articles explaining life or events in the Wastes, but most importantly, includes collections of written pieces gathered all over the wastes: books, letters, journals, notes and more. When possible, these pieces are identified, or investigations are made to figure out who wrote them or what they were about when incomplete; readers are often regularly invited to contact Tales of the Past to provide information if they happen to recognize some of the pieces in order to help with said research.&lt;br /&gt;
&lt;br /&gt;
Tales of the Wastes is very popular among Unathi, and the magazine has not only proved to be a source of interesting reads for the common people, but also a very useful resource for historians and academics.&lt;br /&gt;
&lt;br /&gt;
== Cinema and TV ==&lt;br /&gt;
&lt;br /&gt;
Due to the ravages of the Contact War, the exact date has been lost, but it is known that Unathi came up with photography, and shortly after cinema, during the later part of the 20th century.&lt;br /&gt;
&lt;br /&gt;
=== The Quests for the Ruins ===&lt;br /&gt;
&lt;br /&gt;
The Quests for the Ruins is a series of movie adaptations of an epic dating back to the later days of the first Hegemony. It is unknown whether the story was originally based on history, or if it was purely fictional, but it features fantastic elements in any case. The Quests for the Ruins tell the tale of the Yelkin Clan at an unknown age (though historians judge that it should still be during the [[Unathi_History#The_First_Hegemony|first Hegemony]], even if the Hegemony itself is never named nor makes an appearance), as they discover the ruins of a massive city in the mountain ranges [[Moghes#The_Oasis&#039;_of_the_Wasteland|North of modern Bahard]]. These strange ruins belonging to an unknown, long-dead people- who modern experts assume are, or are inspired by [[Unathi_History#The_Sinta&#039;Mador|Sinta’Mador]]- prove to be full of strange treasures and promesses of untold wealth and power. Soon the more clans hear of it, and it doesn’t take long for great wars for the control of the ruined city to unfold between the many clans of the story. The story follows many members of the Yelkin clan over more than a century, until the protagonists realize that the power the city can provide is corruptive, and forces Sinta to face their own kin, culminating in a great battle between those that were corrupted and the “real kin” led by the last of the Yelkin, leading to the destruction of the city. To this day, it remains a classic story loved by Unathi of all origins and culture for its message of union against evil, no matter one’s background.&lt;br /&gt;
&lt;br /&gt;
Impressive means were deployed to properly adapt this legendary epic, leading to the release of three, roughly three hours-long movies, in 2379, 2381 and 2383. Some of the greatest names of the time in Moghesian cinema played at some point in these movies, the shooting of the final battle employed some 20,000 extras (many being actual soldiers) and using revolutionary -at the time- special effects. The Quests for the Ruins movie series ended up being the greatest cinematic success in Moghes’ history and still is today, even if the actual numbers were lost to time. It was so popular in fact, that the Contact War did not make finding copies of it any harder, and even sold quite a lot on the interstellar market; with many considering these movies the pinnacle of the Moghesian Epic genre.&lt;br /&gt;
&lt;br /&gt;
=== The Ballad of the Matriarch ===&lt;br /&gt;
&lt;br /&gt;
The Ballad of the Matriarch is one of, if not THE most popular Unathi-made TV-show in the Spur, with a large following both in the Hegemony and abroad. The Ballad of the Matriarch is half soap opera, half documentary, aimed at representing the life of Moghesian women of influential clans. Perhaps what gave The Ballad of the Matriarch (often shortened to The Ballad) such a following is how much it stands out compared to other such shows due to the characters represented and their activities. While The Ballad may tackle the typical themes seen in the average soap operas, from love affairs to money, it also focuses a lot on the plotting and strategies of Unathi women taking care of clan affairs. Viewers often joke about “joining for the women and staying for the politics”, though it is often how many fans actually got enamored with the show. Even though it has been running for years, The Ballad managed to bring new elements to keep its episodes fresh and interesting, from bringing characters from across the Spurs with Biesel or Mictlan Unathi, to the appearance of a member of a pirate clan highly inspired by real life’s fleet [[Unathi_Piracy#Iska&#039;s_Adventurers|Iska&#039;s Adventurers]].&lt;br /&gt;
&lt;br /&gt;
The first episode of The Ballad of the Matriarch first aired on the 5th of June 2450, and has been broadcasting one episode every day since then, except during the [[Moghes#Year_and_Seasons|Travakh season]]. The Ballad of the Matriarch earned a large following all over Moghes right away, and started getting popular abroad over the years, with a notable number of fans in [[Mictlan]].&lt;br /&gt;
&lt;br /&gt;
=== The Art of the Hunt ===&lt;br /&gt;
&lt;br /&gt;
The Art of the Hunt is a TV show revolving around hunting, fishing, and cooking. The Art of the Hunt is a loved show across Moghes, and slowly started earning some following across the Spur. It is also liked by many for its host, Ystan Karkizi, an ex-cook from the Hegemon’s palace in his early 50s with bright red scales and a surprisingly cheerful attitude.&lt;br /&gt;
&lt;br /&gt;
Each episode follows the same 3-part structure: the first part introduces the game they are after, or the type of fish they are looking to catch, then the process to actually hunting or catching it. The second part revolves around processing said catch, from skinning to choosing what part to keep, coupled with plenty of advice and reminders about health and safety. Finally, the third part revolves around cooking the meat in question, much like a standard cooking show. This three part structure allowed the show to draw a wide range of audiences, some interested by specific parts, others by the show as a whole.&lt;br /&gt;
&lt;br /&gt;
The show first aired in January of 2459 and has been broadcasted weekly on Moghesian television ever since; and since 2465, on various other channels across the spur. Since 2464, The Art of the Hunt’s team started shooting across the Spur, offering tips about hunting and cooking meat from abroad. Notable episodes include the [[Deep_Space#Space_Fauna|Space Carp]] episodes made in partnership with the [[Unathi_Military_Structure#The_Navy|Izweski Navy]]; and the [[Dominia|Dominian]] episodes during which Ystan hunts along members of the [[Unathi_in_Dominia|Kazhkz Clan]]; the latter also being a display of Ystan’s desire to keep the show as apolitical as possible, which contributed to earning more viewers.&lt;br /&gt;
&lt;br /&gt;
=== Venom Hearts ===&lt;br /&gt;
&lt;br /&gt;
A television series primarily made for women, Venom Hearts is a story about the hardened spy and investigator, Zo’kaa Lhesk Yiia, as she runs her investigative business in the heart of Skalamar, solving crimes too tough for the [[Unathi_Crime_And_Enforcement#The_City_Watch|City Watch]]. In the show’s many seasons, she has had numerous lovers of all genders, and faced all manner of adversaries - from the [[Unathi_Crime_And_Enforcement#Shortclaw_Clan|Shortclaw Clan]] to corrupt nobles and the assassins of the [[Unathi_Crime_And_Enforcement#The_Shadow_Service|Shadow Service]]. The show’s fifth season recently aired, ending with Yiia’s desperate flight offworld, pursuing her arch-rival, a villainous noblewoman turned criminal mastermind, to the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
The series begins when Yiia finds a dying Kataphract warrior in her office, clutching a mysterious note. This leads her to rapidly chasing an increasingly deepening mystery, leading her through criminal syndicates both Unathi and alien, and eventually bringing her up against her cunning and diabolical archenemy, the Lady Khisa Vhesk, who has been consolidating power over the criminal guilds of Moghes. Zo’kaa works to unravel this conspiracy in a gripping thriller, seeking to prove her rival’s guilt, but so far Vhesk has managed to slip out of every trap laid for her.&lt;br /&gt;
&lt;br /&gt;
The series is known for its large and complex cast of characters, whose alliances tend to be fluid and opportunistic. It is also one of the few Unathi pieces of media to cast a large number of alien actors, with humans, [[Tajara]], [[Dionae]], [[Vaurca|Vaurcae]] and even the occasional [[Skrell]] all making an appearance at various points. The sixth season is set to take place on the moon of [[Valkyrie]], and is scheduled for release in late 2466.&lt;br /&gt;
&lt;br /&gt;
=== The Waste Hunter ===&lt;br /&gt;
&lt;br /&gt;
An action movie, focusing on the seasoned warrior Jharak Illisk, turned Jharak Guwandi. Drugged into unconsciousness as his own father, the lord of his city that he was sworn to protect was murdered by his corrupt and villainous brother, Jharak is made [[Unathi#The_Guwandi|Guwandi]] and exiled to the Wasteland. Swearing to clear his name, he fights against raiders, Traditionalist holdouts, and assassins of the Shadow Service as he works to bring down his brother and restore the rightful heir to his lord’s seat. The film has received generally positive reviews, though some feel that it is too sympathetic to Wastelanders and Guwandi in its depiction.&lt;br /&gt;
&lt;br /&gt;
Jharak spends many years in exile, seeking and failing to find an honorable death - before receiving word from a merchant that his brother has been named as the new lord of the city. Vowing his revenge, the aged warrior sets out into the radioactive Wasteland, seeking to redeem himself for his failure. Along the way, his brother learns of his survival and sends assassins after him, including the deadly bounty hunter Za’Akaix’Zix K’lax, a silent and fearsome Vaurca mercenary. Though Zix seems to only care about the money, the Vaurca is shown to have its own sense of honor, and joins Jharak in his quest when the treacherous lord betrays it. &lt;br /&gt;
&lt;br /&gt;
Along the way, Jharak acquires several companions, including a young doctor from the [[Unathi_Guilds#The_House_of_Medicine|House of Medicine]] whom he rescues from Gawgaryn raiders, a wise diona gestalt from the [[The_Wasteland#The_Spirits_of_the_Oasis|Oasis Clans]], and a snarky and wisecracking [[The_Wasteland#The_Reclaimers|Reclaimer]] who joins him in the hope of a payday. Together, they face countless foes, including villainous mercenaries in the pay of Jharak’s brother, in fight scenes that are known for their high-octane pace and brutal death sequences.&lt;br /&gt;
&lt;br /&gt;
The film ends with Jharak being formally restored to his name and title, as he is raised to the seat of his father. We see him welcome his Wasteland companions into his hall as valued counselors, and the final scene implies a blossoming romance between him and his doctor companion, as the warrior sworn to die in battle finally reclaims his life and honor. Though he offers Zix a position in his personal guard, the Vaurca refuses, claiming that he has business to tend elsewhere, and returns to the harshness of the Wasteland. In 2465, a sequel focusing on Zix was announced, titled ‘The Waste Hunter 2: Xsain Fury’.&lt;br /&gt;
&lt;br /&gt;
=== Last Days of Kres’ha’nor ===&lt;br /&gt;
&lt;br /&gt;
Last Days of Kres’ha’nor is a historical drama series, focusing on the dying days of the final Hegemon Kres’ha’nor, in the moments before the [[Unathi_History#The_First_Hegemony|First Hegemony]] collapsed. It follows a large cast of courtiers, including the Hegemon’s many vassals and children. The show has become wildly popular among both nobles and peasants, with strong arguments being held on Extranet forums as to which of the Hegemon’s children is most worthy of seizing his power. The show is currently awaiting its third season, with Hegemon Kres’ha’nor having finally died in a shocking moment at the end of the second season, with his heirs and rivals alike now preparing for war.&lt;br /&gt;
&lt;br /&gt;
Last Days of Kres’ha’nor has achieved great popularity among offworld Unathi, with many viewing the show’s portrayal of Moghresian history as a romantic depiction of proud Sinta traditions. The show’s commitment to historical accuracy has often been lauded by Unathi scholars, and its success has led to the greenlighting of a series focusing on the rise of the [[Unathi_History#The_Second_Hegemony|Sarakus Hegemony]], scheduled for release in 2467.&lt;br /&gt;
&lt;br /&gt;
=== She Who Mauls ===&lt;br /&gt;
&lt;br /&gt;
She Who Mauls is a science-fiction animated television series that began before the Contact War. Originally, it followed the tale of a prospective Zandi from an obscure settlement of Moghes attempting to qualify as a [[Zandiziite_Games|Zandiziite Warrior]]. A primary concept of the show is the Spirit Arts, where through a mix of martial mastery, strength of character, and spiritual devotion, a Warrior becomes empowered by the Spirits themselves, turning them into greater fighters. The unnamed protagonist&#039;s chosen Zandiziite moniker &amp;quot;She Who Mauls&amp;quot; was controversial with audiences, as the Zandiziite Games only admits Warriors; however, through her stunning physical prowess and nobleness of character, leading to a great potential with the Spirit Arts, she was accepted as a contestant. The story follows the trials and tribulations associated with She Who Mauls competing in the Zandiziite games with such abilities; her status as a woman is frequently bought up as a point of ire and contention - something to be overcome by succeeding in various games; and also touches on aspects of Th&#039;akh religion through which spirit power is derived. Many Th’akh workshippers were offended by the fantastic but inaccurate render of their faith within the show, while many of the Sk’akh religion were of course displeased with the show making such a positive, even if unrealistic, portrayal of the old faith. Despite all of this, though, the show still proved surprisingly popular with Unathi of nearly all walks of life, mainly from the sheer strength of its storytelling, characters, and naturally, thrilling fight scenes.&lt;br /&gt;
&lt;br /&gt;
The Contact War began before the first episode of the second season could be run, halting production, and the chaos that followed the atomic exchange caused the studio to become defunct. It was considered lost media in the years following, and it was thought that the studio itself had probably been destroyed. It was, however, revitalized by an Ouerean animation studio built from members of the original writing and animation team who had fled Moghes during the war by 2464. The location of the studio on Ouerea have also allowed it somewhat more political freedom to cover some potentially more controversial topics or plotpoints. the following second season, and the currently-in-production third seasons of She Who Mauls have left behind the original Zandiziite Tournament origins of the story to instead focus on more fantastical threats and antagonists to Moghes, stakes getting greater as time the story progresses. The second season focused primarily on a threat to Moghes from a group of invading Unathi Pirates claiming to be the Scythes of Sik&#039;amakh themselves made manifest, deriving their spirit power from the Unathi Pirate branch of the Th&#039;akh religion. The third and currently ongoing season introduces Aut&#039;akh to the story for the first time, with them using their powerful prosthetics, and calling upon Mador spirits to fight on-par with She Who Mauls for a time, before unexpectedly switching sides to become unlikely allies aftter these very same Aut’akh mistakingly cause ancient Madors to wake up from a millenia-old slumber and set forth to erase the Sinta’Unathi as a species.&lt;br /&gt;
The show has also started to grow more popular across the Spur as a whole as of recently, with the release of dubbed versions in Tau Ceti Basic, Sol Common and Nral’Malic. Many foreigners claim to find the signature “Unathi campiness” endearing if not outright exciting.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
&lt;br /&gt;
Just like most other sentient species, Unathi have developed games ever since the very beginning of society. Countless Unathi games exist all over Moghes and other Unathi territories, these are only the most well-known across the Spur as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
[[File:Conquest Game.png|thumb|right|A typical Conquest board. The red side (up top) has the advantage currently.]]&lt;br /&gt;
Conquest is a board game supposedly dating back to the [[Unathi_History#The_First_Hegemony|First Hegemony]]. It is played on a 11-by-11 squares checkered board with lines, or “paths”, possibly featuring empty spaces in it as well. Each player takes a side of the board and places their 11 pieces at the first line in front of them, facing the other player’s side.&lt;br /&gt;
&lt;br /&gt;
Each player takes turns moving one piece a turn, during which they may either turn and move, or move straight away. When moved, pieces go forward until they either hit a wall or another piece. If they hit one of the other player’s pieces from the side or the back (the front being indicated by an arrow), or just the back depending if the players are following the &amp;quot;classic&amp;quot; or &amp;quot;modern&amp;quot; rules, the piece is then captured. The game ends once one player loses all of their pieces or surrenders. Perhaps the most strategically interesting side of this game are the board’s path, curved lines allowing the pieces to change directions while moving. Though they cannot stop or turn during their movement, they follow any path they encounter, leaving the board from one side of the path and coming out of the other now moving in another direction, allowing complex maneuvers to trap any unsuspecting oppenent. Perhaps another interesting aspect is that the game allows a variety of different board layouts, the possibilities being nearly infinite (though only a selection of 70 boards are officially recognized by the Hegemonic Conquest League.)&lt;br /&gt;
&lt;br /&gt;
Conquest is an easy to learn and popular game, played by nobles and peasants alike, from elders to hatchlings drawing their board into the dirt and using painted rocks as pieces.&lt;br /&gt;
&lt;br /&gt;
=== Boarding Action ===&lt;br /&gt;
&lt;br /&gt;
Boarding Action is a game created by and, originally, for [[Unathi Piracy|Unathi pirates]]. It is a game noteworthy for being extremely complicated, many saying to a ridiculous degree, being “the fruit of the bored imagination of crewmen stuck in their ships with very little to do for days” as said by [[Unathi_Piracy#Iska&#039;s_Adventurers|Altarak Iska]] himself during an interview after his fleet officially joined the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Boarding Action is a strategy board game, very similar to wargames, played by at least two players and with no upper limit to how many can take part in it. Each player has their own board representing their ship, resting on an even larger board (or just the floor or table itself) representing the battlespace. Along with their ships, players get a crew, represented on their board by tokens, and resources like weapons, fuel and wealth represented by cards. Players take turns over various game phases from moving to taking actions to firing, and can revolve around any goals, though the basic objective is defeating the enemy ship, either through space combat or, as the name suggests, boarding action. If more than two players are taking part in the game, teams can be formed, leading to veritable space battles.&lt;br /&gt;
&lt;br /&gt;
Games are known to be very long, the shortest games known to last several hours; while the bigger-scaled, longer games are played over multiple days. This made the game rather well-known abroad for such facts, and yet rarely if ever played by anyone but the most dedicated of players aside from other pirates. Unathi pirates being accepted back into the Hegemony for swearing fealty as of recently, notably with the entire Iska’s Adventurers fleet joining, have led to the game getting some more popularity in non-pirate circles however.&lt;br /&gt;
&lt;br /&gt;
=== Seamaster ===&lt;br /&gt;
&lt;br /&gt;
Unathi are not strangers to video games, though the lack of Moghesian video game brands, or at least the closest things Unathi society could have to a brand, means that the video game market sees few games made by Unathi, let alone popular ones. Seamaster is an exception.&lt;br /&gt;
&lt;br /&gt;
Developed by a small team of [[Ouerea|Ouerean]] Unathi, Seamaster is a strategy, management and roleplaying game revolving around fishing of all things. The game begins with the player creating their character and playing them directly, starting out small with minimal funds. Through fishing (but not only as updates added other ways to make a living, even if a little more shallow gameplay-wise), and slowly growing their operation, buying better fishing tools, ships and hiring more people to assist in their operations. As the player’s means grow greater, the game shifts from a typical roleplaying game to something more akin to a management game, though it is still possible to play individual characters just like at the start. The endgame sees players investing in interplanetary business, engaging in politics by taking an important position either among nobles or in the Guilds, and so on.&lt;br /&gt;
&lt;br /&gt;
Seamaster is often mocked for its very limited graphics, but this is more than made up for by unparalleled depth. Characters can engage in a wide variety of activities within countless procedurally generated planets. Individual characters do not just have a health bar, but rather, have body parts and organs each with their own individual status; they can engage in fishery which is by far the most detailed activity, but can also become miners, soldiers, explorers, settlers and more; and the roster of generated leaders and political entities allows for deep and extensive interaction and intrigue in that field too. Seamaster takes place in an entirely generated space with non-existent planets and systems and takes place at an unknown time, though Moghes is often referred to by other characters, and said space is located in Hegemonic territories. Developers said that the game supposedly takes place some time in the future, when Unathi colonies are more numerous and more developed, though no precise year is given in order to avoid making the game appear too dated in the future.&lt;br /&gt;
&lt;br /&gt;
All in all, Seamaster is a complicated game with a steep learning curve, but able to offer incredible depths to players dedicated enough to master it. Both this nature and its genre mean that this game is obviously not for everyone, yet it has earned a niche but very enthusiastic fanbase, and many video game players know of Seamaster even if they don’t play it themselves.&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36462</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36462"/>
		<updated>2025-07-17T04:20:44Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Fashion */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36459</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36459"/>
		<updated>2025-07-15T16:05:19Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Culture */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s ring) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
&lt;br /&gt;
Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36458</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=36458"/>
		<updated>2025-07-15T16:03:03Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Culture */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s ring) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
===== Make-up =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
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The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
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The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
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The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=35886</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=35886"/>
		<updated>2025-05-23T12:10:34Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Pirate Marks */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
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* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
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== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
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The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
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Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
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Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
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When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
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The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
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One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
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Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
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=== Reformation ===&lt;br /&gt;
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Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
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Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
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Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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=== Unathi Pirate Names ===&lt;br /&gt;
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Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
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==== Clan Or Fleet Names ====&lt;br /&gt;
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Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
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In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
&lt;br /&gt;
==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
&lt;br /&gt;
Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
&lt;br /&gt;
The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
&lt;br /&gt;
However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
&lt;br /&gt;
Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
&lt;br /&gt;
The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
&lt;br /&gt;
Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
&lt;br /&gt;
After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
&lt;br /&gt;
It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
&lt;br /&gt;
This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
&lt;br /&gt;
This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
&lt;br /&gt;
Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
&lt;br /&gt;
It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
&lt;br /&gt;
== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
&lt;br /&gt;
=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
&lt;br /&gt;
Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
&lt;br /&gt;
The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
&lt;br /&gt;
Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
&lt;br /&gt;
There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
&lt;br /&gt;
The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
&lt;br /&gt;
Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
&lt;br /&gt;
Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
&lt;br /&gt;
Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
&lt;br /&gt;
Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
&lt;br /&gt;
It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
&lt;br /&gt;
The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
&lt;br /&gt;
Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
&lt;br /&gt;
Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=35766</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=35766"/>
		<updated>2025-05-04T00:17:28Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* S’erki Flowers (Rock Petals) */&lt;/p&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = Moghes&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Moghes Planet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = [[Languages#Unathi_languages|Sinta&#039;Unathi, Sinta&#039;Azaziba]]&lt;br /&gt;
|Demonyms = Moghresian&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Moghes is the third planet from [[Uueoa-Esa]], the home planet of the [[Unathi]], and the capital of the [[Izweski Hegemony]]. Though at one point Moghes had a highly diverse ecosystem, much of the planet has been rendered a barely-habitable desert by the nuclear exchange known as the [[Contact War]]. Moghes is one of three inhabited planets in Uueoa-Esa, alongside [[Ouerea]] and [[Tret]]. Moghes was discovered in 2403 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes&#039; surface was an earth-like environment with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains ranges. Due to the large flat surfaces that make up Moghes, most of the planet experienced roughly the same variations in climate across the planet.&lt;br /&gt;
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In the modern day, Moghes is divided into two biomes - the lush Untouched Lands and the harsh [[The Wasteland|Wasteland]] formed from the regions desolated by the Contact War. The Wasteland is a largely barren desert dotted with the ruins of hundreds of pre-war settlements, with many areas still dangerously radioactive after decades. The Untouched Lands maintain their pre-war environments - but the massive ecological impact of the Contact War is beginning to have an impact on even these areas, as the Wasteland continues to grow.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into fifteen months with twenty-four days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts five months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it is completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts five months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh is considered a sign of slothfulness.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts five months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====[[The Wasteland]]====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
==== Domesticated Fauna ====&lt;br /&gt;
===== Azkrazal (Threshbeast) =====&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15 to 25 miles before needing to stop. &lt;br /&gt;
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===== Hegeranzi (Warmount) =====&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi, they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===== Eszkazal (Sprinter Beast) =====&lt;br /&gt;
The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.&lt;br /&gt;
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Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Hegemony, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres&#039;ha&#039;nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.&lt;br /&gt;
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The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.&lt;br /&gt;
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===== Orszi (Swarm Fish) =====&lt;br /&gt;
The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.&lt;br /&gt;
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There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Hegemony adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.&lt;br /&gt;
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===== Tul (Tusk) =====&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades.&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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==== Undomesticated Fauna ====&lt;br /&gt;
===== Siro (Shrieker) =====&lt;br /&gt;
The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.&lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===== Otzek (Golden Prey) =====&lt;br /&gt;
Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.&lt;br /&gt;
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With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.&lt;br /&gt;
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===== Stok (Lizard Monkey) =====&lt;br /&gt;
The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.&lt;br /&gt;
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Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.&lt;br /&gt;
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===== Skrazi (Plains Tyrant) =====&lt;br /&gt;
Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Hegemony has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.&lt;br /&gt;
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With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.&lt;br /&gt;
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=== Flora ===&lt;br /&gt;
===== Tehthzekziki Leaves (Teht Mint) =====&lt;br /&gt;
As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.&lt;br /&gt;
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Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.&lt;br /&gt;
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The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Hegemony. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Hegemony, waiting for the time when they will be able to flourish and be harvested once more.&lt;br /&gt;
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===== Xuizi Cactus =====&lt;br /&gt;
The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike. &lt;br /&gt;
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Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.&lt;br /&gt;
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===== Sarezhi Berries =====&lt;br /&gt;
These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.&lt;br /&gt;
&lt;br /&gt;
===== Gukhe Bloom =====&lt;br /&gt;
A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.&lt;br /&gt;
&lt;br /&gt;
In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.&lt;br /&gt;
&lt;br /&gt;
===== S’erki Flowers (Rock Petals) =====&lt;br /&gt;
The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold next to no interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.&lt;br /&gt;
&lt;br /&gt;
These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.&lt;br /&gt;
&lt;br /&gt;
===== Aghrassh Tree =====&lt;br /&gt;
The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Hegemony troops can be found.&lt;br /&gt;
&lt;br /&gt;
Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Hegemony military or civilian vessels.&lt;br /&gt;
&lt;br /&gt;
===== S’th Berries =====&lt;br /&gt;
Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.&lt;br /&gt;
&lt;br /&gt;
These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.&lt;br /&gt;
&lt;br /&gt;
== Regions of Moghes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Tza Prairie|The Tza Prairie]] ===&lt;br /&gt;
&lt;br /&gt;
The Tza Prarie, also known as the Th&#039;akh Heartland, is a mountainous region lying to the north of the Moghresian Sea. The surrounding mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the Contact War, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the region. The Tza Prairie is majority Th&#039;akh, and is believed to be the original birthplace of the faith by historians. It is ruled by [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_Lord_of_the_Wastes,_and_Izweski_Master_of_Rivers|Overlord Azui Hutay&#039;zai]], from the city of Kutah.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Heartland|The Izweski Heartland]] ===&lt;br /&gt;
&lt;br /&gt;
Stretching along the northern coast of the Moghresian Sea, the Izweski Heartland has been the center of the Izweski Hegemony&#039;s power for centuries. Thanks to Izweski anti-air and missile defense systems, this region was almost entirely unscathed by the Contact War - a fact which has led to hordes of refugees attempting to find shelter from the harsh Wasteland there. The Heartland is majority Sk&#039;akh, having been the stronghold of the Church throughout history. In the modern day, the Heartland is the most populous and influential region of Moghes - home to the Izweski clan themselves. Though the Hegemon rules from the Heartland, its management is the responsibility of &#039;&#039;&#039;Overlord Trikzara Sirax&#039;&#039;&#039;, who rules from the city of Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== [[Southlands|The Southlands]] ===&lt;br /&gt;
&lt;br /&gt;
A large region on the southern side of the Moghresian Sea, the Southlands are a wealthy and prosperous region of the Hegemony - though one frequently gripped by unrest. A cosmopolitan society, it is divided fairly evenly between the Th&#039;akh and Sk&#039;akh faiths - though in recent years, the revolutionary ideals of the Si&#039;akh faith have begun to take root there, as many of the local workers grow increasingly dissatisfied with their lot in life. The Southlands have long been a hotbed of labor disputes, with the organization known as the Hearts of Industry having its roots there - though following Hephaestus&#039;s rise to power, many of their number have abandoned the guild or fled to Ouerea. The Southlands are ruled by &#039;&#039;&#039;Overlord Rokasi Miazso&#039;&#039;&#039;, a bold and charismatic Unathi known to many as something of a warrior-poet, from the city of Jaz&#039;zirt - though his clan has long been a bitter rival of the Sarnac clan, who reign in Razir.&lt;br /&gt;
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=== [[Zazalai Mountains|The Zazalai Mountains]] ===&lt;br /&gt;
&lt;br /&gt;
Spanning nearly the entirety of Moghes, the Zazalai Mountains have long been a position of strategic import, acting as the Hegemony&#039;s greatest border against the various nations of the east. In the modern day, they act instead as a border against the spreading Wasteland, and many small towns and villages of the region have become ghost towns due to the ecological ruin of the War. There is no current Overlord of Zazalai, as the Hegemon has not yet seen fit to appoint one, leading to a status quo where the major lords of the region are left to their own devices. The people of Zazalai are as resilient and steadfast as the mountains they call their home, with their society for centuries built around the ideals of defending the Hegemony to the last man - and now that the Hegemony&#039;s foes are finally destroyed, much of their way of life is left without a purpose.&lt;br /&gt;
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=== [[Broken Coalition|The Broken Coalition]] ===&lt;br /&gt;
&lt;br /&gt;
Located along the southeastern borders of the Wasteland, the Broken Coalition was once the heartland of the Azarak Kingdom - the most powerful nation of the Traditionalist Coalition. With the ending of the Contact War, the Azarak clan were eradicated, and their surviving cities placed under harsh martial law. Of all the regions of Moghes, the Broken Coalition has suffered the worst from the spreading Wasteland, and the bitterness of those who served the Azarak still lingers nearly two decades after the war&#039;s end. Currently, the Broken Coalition is ruled by &#039;&#039;&#039;Lord-Governor Razkara Gwarlza&#039;&#039;&#039;, the Izweski-appointed governor of Darakath - though many of the local nobility despise and resent him.&lt;br /&gt;
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=== [[Torn Cities|The Torn Cities]] ===&lt;br /&gt;
&lt;br /&gt;
Formerly known as the Kopesk States, the Torn Cities were a collection of theocratic city-states along the western coast of the Moghresian Sea. Ruled over by an order of shamans known as the Storm Heralds, the Kopesk States aligned themselves with the forces of the Traditionalist Coalition during the Contact War - a mistake which would see their ruin. Following their surrender, the ruling shamans were stripped of their power, replaced with Izweski-appointed governors sent to keep order and integrate the now-humbled Kopesk lands into the Hegemony. As the Torn Cities bowed, the Sk&#039;akh Church sought to spread their own faith in the region now that the power of the Heralds had been broken - though so far, they have had little success, and the beliefs of Kopesk Th&#039;akh remain firmly intact - with whispers emerging in recent years of a new prophet rising with promises to restore the shamans&#039; rule of the Torn Cities. The Torn Cities are ruled from the city of Tak by &#039;&#039;&#039;Lord-Governor Azkohi Jakhar&#039;&#039;&#039;, a young Heartland nobleman who believes that his position grants him a chance to impress the Hegemony&#039;s mightiest - but who knows little of the people he has been tasked to keep in line.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=35765</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=35765"/>
		<updated>2025-05-04T00:09:04Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Tehthzekziki Leaves (Teht Mint) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Moghes&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Moghes Planet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = [[Languages#Unathi_languages|Sinta&#039;Unathi, Sinta&#039;Azaziba]]&lt;br /&gt;
|Demonyms = Moghresian&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Moghes is the third planet from [[Uueoa-Esa]], the home planet of the [[Unathi]], and the capital of the [[Izweski Hegemony]]. Though at one point Moghes had a highly diverse ecosystem, much of the planet has been rendered a barely-habitable desert by the nuclear exchange known as the [[Contact War]]. Moghes is one of three inhabited planets in Uueoa-Esa, alongside [[Ouerea]] and [[Tret]]. Moghes was discovered in 2403 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes&#039; surface was an earth-like environment with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains ranges. Due to the large flat surfaces that make up Moghes, most of the planet experienced roughly the same variations in climate across the planet.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Moghes is divided into two biomes - the lush Untouched Lands and the harsh [[The Wasteland|Wasteland]] formed from the regions desolated by the Contact War. The Wasteland is a largely barren desert dotted with the ruins of hundreds of pre-war settlements, with many areas still dangerously radioactive after decades. The Untouched Lands maintain their pre-war environments - but the massive ecological impact of the Contact War is beginning to have an impact on even these areas, as the Wasteland continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into fifteen months with twenty-four days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts five months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it is completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts five months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh is considered a sign of slothfulness.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts five months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====[[The Wasteland]]====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
==== Domesticated Fauna ====&lt;br /&gt;
===== Azkrazal (Threshbeast) =====&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15 to 25 miles before needing to stop. &lt;br /&gt;
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===== Hegeranzi (Warmount) =====&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi, they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===== Eszkazal (Sprinter Beast) =====&lt;br /&gt;
The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.&lt;br /&gt;
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Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Hegemony, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres&#039;ha&#039;nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.&lt;br /&gt;
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The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.&lt;br /&gt;
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===== Orszi (Swarm Fish) =====&lt;br /&gt;
The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.&lt;br /&gt;
&lt;br /&gt;
There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Hegemony adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.&lt;br /&gt;
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===== Tul (Tusk) =====&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades.&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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==== Undomesticated Fauna ====&lt;br /&gt;
===== Siro (Shrieker) =====&lt;br /&gt;
The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.&lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===== Otzek (Golden Prey) =====&lt;br /&gt;
Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.&lt;br /&gt;
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With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.&lt;br /&gt;
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===== Stok (Lizard Monkey) =====&lt;br /&gt;
The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.&lt;br /&gt;
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Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.&lt;br /&gt;
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===== Skrazi (Plains Tyrant) =====&lt;br /&gt;
Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Hegemony has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.&lt;br /&gt;
&lt;br /&gt;
With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.&lt;br /&gt;
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=== Flora ===&lt;br /&gt;
===== Tehthzekziki Leaves (Teht Mint) =====&lt;br /&gt;
As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.&lt;br /&gt;
&lt;br /&gt;
Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.&lt;br /&gt;
&lt;br /&gt;
The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Hegemony. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Hegemony, waiting for the time when they will be able to flourish and be harvested once more.&lt;br /&gt;
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===== Xuizi Cactus =====&lt;br /&gt;
The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike. &lt;br /&gt;
&lt;br /&gt;
Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.&lt;br /&gt;
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===== Sarezhi Berries =====&lt;br /&gt;
These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.&lt;br /&gt;
&lt;br /&gt;
===== Gukhe Bloom =====&lt;br /&gt;
A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.&lt;br /&gt;
&lt;br /&gt;
In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.&lt;br /&gt;
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===== S’erki Flowers (Rock Petals) =====&lt;br /&gt;
The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.&lt;br /&gt;
&lt;br /&gt;
These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.&lt;br /&gt;
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===== Aghrassh Tree =====&lt;br /&gt;
The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Hegemony troops can be found.&lt;br /&gt;
&lt;br /&gt;
Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Hegemony military or civilian vessels.&lt;br /&gt;
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===== S’th Berries =====&lt;br /&gt;
Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.&lt;br /&gt;
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These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.&lt;br /&gt;
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== Regions of Moghes ==&lt;br /&gt;
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=== [[Tza Prairie|The Tza Prairie]] ===&lt;br /&gt;
&lt;br /&gt;
The Tza Prarie, also known as the Th&#039;akh Heartland, is a mountainous region lying to the north of the Moghresian Sea. The surrounding mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the Contact War, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the region. The Tza Prairie is majority Th&#039;akh, and is believed to be the original birthplace of the faith by historians. It is ruled by [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_Lord_of_the_Wastes,_and_Izweski_Master_of_Rivers|Overlord Azui Hutay&#039;zai]], from the city of Kutah.&lt;br /&gt;
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=== [[Izweski Heartland|The Izweski Heartland]] ===&lt;br /&gt;
&lt;br /&gt;
Stretching along the northern coast of the Moghresian Sea, the Izweski Heartland has been the center of the Izweski Hegemony&#039;s power for centuries. Thanks to Izweski anti-air and missile defense systems, this region was almost entirely unscathed by the Contact War - a fact which has led to hordes of refugees attempting to find shelter from the harsh Wasteland there. The Heartland is majority Sk&#039;akh, having been the stronghold of the Church throughout history. In the modern day, the Heartland is the most populous and influential region of Moghes - home to the Izweski clan themselves. Though the Hegemon rules from the Heartland, its management is the responsibility of &#039;&#039;&#039;Overlord Trikzara Sirax&#039;&#039;&#039;, who rules from the city of Skalamar.&lt;br /&gt;
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=== [[Southlands|The Southlands]] ===&lt;br /&gt;
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A large region on the southern side of the Moghresian Sea, the Southlands are a wealthy and prosperous region of the Hegemony - though one frequently gripped by unrest. A cosmopolitan society, it is divided fairly evenly between the Th&#039;akh and Sk&#039;akh faiths - though in recent years, the revolutionary ideals of the Si&#039;akh faith have begun to take root there, as many of the local workers grow increasingly dissatisfied with their lot in life. The Southlands have long been a hotbed of labor disputes, with the organization known as the Hearts of Industry having its roots there - though following Hephaestus&#039;s rise to power, many of their number have abandoned the guild or fled to Ouerea. The Southlands are ruled by &#039;&#039;&#039;Overlord Rokasi Miazso&#039;&#039;&#039;, a bold and charismatic Unathi known to many as something of a warrior-poet, from the city of Jaz&#039;zirt - though his clan has long been a bitter rival of the Sarnac clan, who reign in Razir.&lt;br /&gt;
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=== [[Zazalai Mountains|The Zazalai Mountains]] ===&lt;br /&gt;
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Spanning nearly the entirety of Moghes, the Zazalai Mountains have long been a position of strategic import, acting as the Hegemony&#039;s greatest border against the various nations of the east. In the modern day, they act instead as a border against the spreading Wasteland, and many small towns and villages of the region have become ghost towns due to the ecological ruin of the War. There is no current Overlord of Zazalai, as the Hegemon has not yet seen fit to appoint one, leading to a status quo where the major lords of the region are left to their own devices. The people of Zazalai are as resilient and steadfast as the mountains they call their home, with their society for centuries built around the ideals of defending the Hegemony to the last man - and now that the Hegemony&#039;s foes are finally destroyed, much of their way of life is left without a purpose.&lt;br /&gt;
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=== [[Broken Coalition|The Broken Coalition]] ===&lt;br /&gt;
&lt;br /&gt;
Located along the southeastern borders of the Wasteland, the Broken Coalition was once the heartland of the Azarak Kingdom - the most powerful nation of the Traditionalist Coalition. With the ending of the Contact War, the Azarak clan were eradicated, and their surviving cities placed under harsh martial law. Of all the regions of Moghes, the Broken Coalition has suffered the worst from the spreading Wasteland, and the bitterness of those who served the Azarak still lingers nearly two decades after the war&#039;s end. Currently, the Broken Coalition is ruled by &#039;&#039;&#039;Lord-Governor Razkara Gwarlza&#039;&#039;&#039;, the Izweski-appointed governor of Darakath - though many of the local nobility despise and resent him.&lt;br /&gt;
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=== [[Torn Cities|The Torn Cities]] ===&lt;br /&gt;
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Formerly known as the Kopesk States, the Torn Cities were a collection of theocratic city-states along the western coast of the Moghresian Sea. Ruled over by an order of shamans known as the Storm Heralds, the Kopesk States aligned themselves with the forces of the Traditionalist Coalition during the Contact War - a mistake which would see their ruin. Following their surrender, the ruling shamans were stripped of their power, replaced with Izweski-appointed governors sent to keep order and integrate the now-humbled Kopesk lands into the Hegemony. As the Torn Cities bowed, the Sk&#039;akh Church sought to spread their own faith in the region now that the power of the Heralds had been broken - though so far, they have had little success, and the beliefs of Kopesk Th&#039;akh remain firmly intact - with whispers emerging in recent years of a new prophet rising with promises to restore the shamans&#039; rule of the Torn Cities. The Torn Cities are ruled from the city of Tak by &#039;&#039;&#039;Lord-Governor Azkohi Jakhar&#039;&#039;&#039;, a young Heartland nobleman who believes that his position grants him a chance to impress the Hegemony&#039;s mightiest - but who knows little of the people he has been tasked to keep in line.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35724</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35724"/>
		<updated>2025-04-09T12:56:27Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Communities */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
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Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
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The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
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=== First Contact ===&lt;br /&gt;
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The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
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The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that do not tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District eaned an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35723</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35723"/>
		<updated>2025-04-09T12:55:20Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Communities */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
&lt;br /&gt;
Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
&lt;br /&gt;
The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that do not tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District heard an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35722</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=35722"/>
		<updated>2025-04-09T12:55:06Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Communities */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
&lt;br /&gt;
Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
&lt;br /&gt;
The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that do not tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District heard an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; its very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=35634</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=35634"/>
		<updated>2025-03-12T00:37:47Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi Sociality and Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%; border:2px solid white; margin:0; background:white; padding:.1em; color:black;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=34921</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=34921"/>
		<updated>2024-12-17T11:23:13Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi REgiments */&lt;/p&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
&lt;br /&gt;
Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
&lt;br /&gt;
The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that do not tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District heard an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to its very comfortable climate, Alterim Balteulis many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
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Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
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Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
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&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
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Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
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The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
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Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
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Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
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&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
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Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
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Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
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Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
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